Core/Wintergrasp: if wintergrasp is disabled make the last door auto trigger.

This commit is contained in:
Kandera
2012-08-27 10:33:05 -04:00
parent fc16106823
commit 9776f6d681
@@ -176,6 +176,8 @@ bool BattlefieldWG::SetupBattlefield()
for (uint8 i = 0; i < WG_MAX_OBJ; i++) for (uint8 i = 0; i < WG_MAX_OBJ; i++)
{ {
GameObject* go = SpawnGameObject(WGGameObjectBuilding[i].entry, WGGameObjectBuilding[i].x, WGGameObjectBuilding[i].y, WGGameObjectBuilding[i].z, WGGameObjectBuilding[i].o); GameObject* go = SpawnGameObject(WGGameObjectBuilding[i].entry, WGGameObjectBuilding[i].x, WGGameObjectBuilding[i].y, WGGameObjectBuilding[i].z, WGGameObjectBuilding[i].o);
if (!m_IsEnabled && go->GetGOData()->id == 191810)
go->SwitchDoorOrButton(true);
BfWGGameObjectBuilding* b = new BfWGGameObjectBuilding(this); BfWGGameObjectBuilding* b = new BfWGGameObjectBuilding(this);
b->Init(go, WGGameObjectBuilding[i].type, WGGameObjectBuilding[i].WorldState, WGGameObjectBuilding[i].nameId); b->Init(go, WGGameObjectBuilding[i].type, WGGameObjectBuilding[i].WorldState, WGGameObjectBuilding[i].nameId);
BuildingsInZone.insert(b); BuildingsInZone.insert(b);