*Fix build.
--HG-- branch : trunk
This commit is contained in:
+10
-10
@@ -57,9 +57,9 @@ void InstanceData::AddBossRoomDoor(uint32 id, GameObject *door)
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bossInfo->roomDoor.insert(door);
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bossInfo->roomDoor.insert(door);
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// Room door is only closed when encounter is in progress
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// Room door is only closed when encounter is in progress
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if(bossInfo->state == IN_PROGRESS)
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if(bossInfo->state == IN_PROGRESS)
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door->SetGoState(1);
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door->SetGoState(GO_STATE_READY);
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else
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else
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door->SetGoState(0);
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door->SetGoState(GO_STATE_ACTIVE);
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}
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}
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}
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}
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@@ -71,9 +71,9 @@ void InstanceData::AddBossPassageDoor(uint32 id, GameObject *door)
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bossInfo->passageDoor.insert(door);
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bossInfo->passageDoor.insert(door);
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// Passage door is only opened when boss is defeated
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// Passage door is only opened when boss is defeated
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if(bossInfo->state == DONE)
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if(bossInfo->state == DONE)
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door->SetGoState(0);
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door->SetGoState(GO_STATE_ACTIVE);
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else
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else
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door->SetGoState(1);
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door->SetGoState(GO_STATE_READY);
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}
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}
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}
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}
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@@ -105,23 +105,23 @@ void InstanceData::SetBossState(uint32 id, EncounterState state)
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case NOT_STARTED:
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case NOT_STARTED:
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// Open all room doors, close all passage doors
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// Open all room doors, close all passage doors
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for(DoorSet::iterator i = bossInfo->roomDoor.begin(); i != bossInfo->roomDoor.end(); ++i)
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for(DoorSet::iterator i = bossInfo->roomDoor.begin(); i != bossInfo->roomDoor.end(); ++i)
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(*i)->SetGoState(0);
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(*i)->SetGoState(GO_STATE_ACTIVE);
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for(DoorSet::iterator i = bossInfo->passageDoor.begin(); i != bossInfo->passageDoor.end(); ++i)
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for(DoorSet::iterator i = bossInfo->passageDoor.begin(); i != bossInfo->passageDoor.end(); ++i)
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(*i)->SetGoState(1);
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(*i)->SetGoState(GO_STATE_READY);
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break;
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break;
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case IN_PROGRESS:
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case IN_PROGRESS:
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// Close all doors
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// Close all doors
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for(DoorSet::iterator i = bossInfo->roomDoor.begin(); i != bossInfo->roomDoor.end(); ++i)
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for(DoorSet::iterator i = bossInfo->roomDoor.begin(); i != bossInfo->roomDoor.end(); ++i)
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(*i)->SetGoState(1);
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(*i)->SetGoState(GO_STATE_READY);
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for(DoorSet::iterator i = bossInfo->passageDoor.begin(); i != bossInfo->passageDoor.end(); ++i)
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for(DoorSet::iterator i = bossInfo->passageDoor.begin(); i != bossInfo->passageDoor.end(); ++i)
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(*i)->SetGoState(1);
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(*i)->SetGoState(GO_STATE_READY);
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break;
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break;
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case DONE:
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case DONE:
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// Open all doors
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// Open all doors
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for(DoorSet::iterator i = bossInfo->roomDoor.begin(); i != bossInfo->roomDoor.end(); ++i)
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for(DoorSet::iterator i = bossInfo->roomDoor.begin(); i != bossInfo->roomDoor.end(); ++i)
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(*i)->SetGoState(0);
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(*i)->SetGoState(GO_STATE_ACTIVE);
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for(DoorSet::iterator i = bossInfo->passageDoor.begin(); i != bossInfo->passageDoor.end(); ++i)
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for(DoorSet::iterator i = bossInfo->passageDoor.begin(); i != bossInfo->passageDoor.end(); ++i)
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(*i)->SetGoState(0);
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(*i)->SetGoState(GO_STATE_ACTIVE);
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break;
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break;
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default:
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default:
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break;
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break;
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