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fix(Scripts/Deadmines): Fix Factory Door in Deadmines being closable (#15201)
* fix(DB/SAI): Open Factory Door correctly (irreversibly) Activate the Factory Door after the boss' death to open it instead of changing gameobject state only which can be reversed by another activation. * fix(Script/Instance): Prevent Door being closed again after Server Restart * Drop database name from update SQL Other people might not use the standard database names Co-authored-by: Gultask <100873791+Gultask@users.noreply.github.com> --------- Co-authored-by: Gultask <100873791+Gultask@users.noreply.github.com>
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data/sql/updates/pending_db_world/DM_FactoryDoor_Fix.sql
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data/sql/updates/pending_db_world/DM_FactoryDoor_Fix.sql
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@@ -0,0 +1 @@
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UPDATE `smart_scripts` SET `action_type`=9, `comment`='Rhahk\'Zor - On Just Died - Activate Gameobject' WHERE `entryorguid`=644 AND `source_type`=0 AND `id`=2 AND `link`=3;
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@@ -50,8 +50,9 @@ public:
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break;
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break;
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case GO_FACTORY_DOOR:
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case GO_FACTORY_DOOR:
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gameobject->UpdateSaveToDb(true);
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gameobject->UpdateSaveToDb(true);
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// GoState (Door opened) is restored during GO creation, but we need to set LootState to prevent Lever from closing it again
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if (_encounters[TYPE_RHAHK_ZOR] == DONE)
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if (_encounters[TYPE_RHAHK_ZOR] == DONE)
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gameobject->SetGoState(GO_STATE_ACTIVE);
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gameobject->SetLootState(GO_ACTIVATED);
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break;
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break;
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case GO_IRON_CLAD_DOOR:
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case GO_IRON_CLAD_DOOR:
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gameobject->UpdateSaveToDb(true);
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gameobject->UpdateSaveToDb(true);
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