Core/SmartScripts: Fix Deadmines door lever not opening door. (#269)
This commit is contained in:
parent
dc8f05ec93
commit
6d740d4ab1
1 changed files with 1 additions and 1 deletions
|
|
@ -619,7 +619,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
|
|||
{
|
||||
// Activate
|
||||
// xinef: wtf is this shit?
|
||||
//(*itr)->ToGameObject()->SetLootState(GO_READY);
|
||||
(*itr)->ToGameObject()->SetLootState(GO_READY);
|
||||
(*itr)->ToGameObject()->UseDoorOrButton(0, e.action.activateObject.alternative ? true : false, unit);
|
||||
;//sLog->outDebug(LOG_FILTER_DATABASE_AI, "SmartScript::ProcessAction:: SMART_ACTION_ACTIVATE_GOBJECT. Gameobject %u (entry: %u) activated",
|
||||
// (*itr)->GetGUIDLow(), (*itr)->GetEntry());
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue