Scripts/ToldBarad: fixed some GCC warnings
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e7e4c79ef1
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1 file changed
+11
-11
@@ -580,26 +580,26 @@ void BattlefieldTB::UpdateNPCsAndGameObjects()
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// Tol Barad gates - closed during warmup
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if (GameObject* gates = GetGameObject(TBGatesGUID))
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gates->SetGoState(GetState() == BATTLEFIELD_WARMUP ? GO_STATE_READY : GO_STATE_ACTIVE);
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gates->SetGoState(GetState() == AsUnderlyingType(BATTLEFIELD_WARMUP) ? GO_STATE_READY : GO_STATE_ACTIVE);
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// Baradin Hold door - open when inactive
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if (GameObject* door = GetGameObject(TBDoorGUID))
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door->SetGoState(GetState() == BATTLEFIELD_INACTIVE ? GO_STATE_ACTIVE : GO_STATE_READY);
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door->SetGoState(GetState() == AsUnderlyingType(BATTLEFIELD_INACTIVE) ? GO_STATE_ACTIVE : GO_STATE_READY);
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// Decide which cellblock and questgiver will be active.
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m_iCellblockRandom = GetState() == BATTLEFIELD_INACTIVE ? urand(0, CELLBLOCK_MAX - 1) : CELLBLOCK_NONE;
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m_iCellblockRandom = GetState() == AsUnderlyingType(BATTLEFIELD_INACTIVE) ? urand(0, CELLBLOCK_MAX - 1) : CELLBLOCK_NONE;
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// To The Hole gate
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if (GameObject* door = GetGameObject(m_gateToTheHoleGUID))
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door->SetGoState(m_iCellblockRandom == CELLBLOCK_THE_HOLE ? GO_STATE_ACTIVE : GO_STATE_READY);
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door->SetGoState(m_iCellblockRandom == AsUnderlyingType(CELLBLOCK_THE_HOLE) ? GO_STATE_ACTIVE : GO_STATE_READY);
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// D-Block gate
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if (GameObject* door = GetGameObject(m_gateDBlockGUID))
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door->SetGoState(m_iCellblockRandom == CELLBLOCK_D_BLOCK ? GO_STATE_ACTIVE : GO_STATE_READY);
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door->SetGoState(m_iCellblockRandom == AsUnderlyingType(CELLBLOCK_D_BLOCK) ? GO_STATE_ACTIVE : GO_STATE_READY);
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// Cursed Depths gate
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if (GameObject* door = GetGameObject(m_gateCursedDepthsGUID))
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door->SetGoState(m_iCellblockRandom == CELLBLOCK_CURSED_DEPTHS ? GO_STATE_ACTIVE : GO_STATE_READY);
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door->SetGoState(m_iCellblockRandom == AsUnderlyingType(CELLBLOCK_CURSED_DEPTHS) ? GO_STATE_ACTIVE : GO_STATE_READY);
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if (GetState() == BATTLEFIELD_INACTIVE)
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{
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@@ -749,23 +749,23 @@ void BattlefieldTB::OnGameObjectCreate(GameObject* go)
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{
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case GO_TOLBARAD_GATES:
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TBGatesGUID = go->GetGUID();
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go->SetGoState(GetState() == BATTLEFIELD_WARMUP ? GO_STATE_READY : GO_STATE_ACTIVE);
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go->SetGoState(GetState() == AsUnderlyingType(BATTLEFIELD_WARMUP) ? GO_STATE_READY : GO_STATE_ACTIVE);
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break;
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case GO_TOLBARAD_DOOR:
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TBDoorGUID = go->GetGUID();
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go->SetGoState(GetState() == BATTLEFIELD_INACTIVE ? GO_STATE_ACTIVE : GO_STATE_READY);
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go->SetGoState(GetState() == AsUnderlyingType(BATTLEFIELD_INACTIVE) ? GO_STATE_ACTIVE : GO_STATE_READY);
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break;
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case GO_GATE_TO_THE_HOLE:
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m_gateToTheHoleGUID = go->GetGUID();
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go->SetGoState(m_iCellblockRandom == CELLBLOCK_THE_HOLE ? GO_STATE_ACTIVE : GO_STATE_READY);
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go->SetGoState(m_iCellblockRandom == AsUnderlyingType(CELLBLOCK_THE_HOLE) ? GO_STATE_ACTIVE : GO_STATE_READY);
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break;
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case GO_GATE_D_BLOCK:
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m_gateDBlockGUID = go->GetGUID();
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go->SetGoState(m_iCellblockRandom == CELLBLOCK_D_BLOCK ? GO_STATE_ACTIVE : GO_STATE_READY);
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go->SetGoState(m_iCellblockRandom == AsUnderlyingType(CELLBLOCK_D_BLOCK) ? GO_STATE_ACTIVE : GO_STATE_READY);
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break;
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case GO_CURSED_DEPTHS_GATE:
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m_gateCursedDepthsGUID = go->GetGUID();
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go->SetGoState(m_iCellblockRandom == CELLBLOCK_CURSED_DEPTHS ? GO_STATE_ACTIVE : GO_STATE_READY);
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go->SetGoState(m_iCellblockRandom == AsUnderlyingType(CELLBLOCK_CURSED_DEPTHS) ? GO_STATE_ACTIVE : GO_STATE_READY);
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break;
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case GO_CRATE_OF_CELLBLOCK_RATIONS:
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case GO_CURSED_SHACKLES:
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