diff --git a/src/server/scripts/Battlefield/BattlefieldTB.cpp b/src/server/scripts/Battlefield/BattlefieldTB.cpp index 93b78feeb9..d5d021aee2 100644 --- a/src/server/scripts/Battlefield/BattlefieldTB.cpp +++ b/src/server/scripts/Battlefield/BattlefieldTB.cpp @@ -580,26 +580,26 @@ void BattlefieldTB::UpdateNPCsAndGameObjects() // Tol Barad gates - closed during warmup if (GameObject* gates = GetGameObject(TBGatesGUID)) - gates->SetGoState(GetState() == BATTLEFIELD_WARMUP ? GO_STATE_READY : GO_STATE_ACTIVE); + gates->SetGoState(GetState() == AsUnderlyingType(BATTLEFIELD_WARMUP) ? GO_STATE_READY : GO_STATE_ACTIVE); // Baradin Hold door - open when inactive if (GameObject* door = GetGameObject(TBDoorGUID)) - door->SetGoState(GetState() == BATTLEFIELD_INACTIVE ? GO_STATE_ACTIVE : GO_STATE_READY); + door->SetGoState(GetState() == AsUnderlyingType(BATTLEFIELD_INACTIVE) ? GO_STATE_ACTIVE : GO_STATE_READY); // Decide which cellblock and questgiver will be active. - m_iCellblockRandom = GetState() == BATTLEFIELD_INACTIVE ? urand(0, CELLBLOCK_MAX - 1) : CELLBLOCK_NONE; + m_iCellblockRandom = GetState() == AsUnderlyingType(BATTLEFIELD_INACTIVE) ? urand(0, CELLBLOCK_MAX - 1) : CELLBLOCK_NONE; // To The Hole gate if (GameObject* door = GetGameObject(m_gateToTheHoleGUID)) - door->SetGoState(m_iCellblockRandom == CELLBLOCK_THE_HOLE ? GO_STATE_ACTIVE : GO_STATE_READY); + door->SetGoState(m_iCellblockRandom == AsUnderlyingType(CELLBLOCK_THE_HOLE) ? GO_STATE_ACTIVE : GO_STATE_READY); // D-Block gate if (GameObject* door = GetGameObject(m_gateDBlockGUID)) - door->SetGoState(m_iCellblockRandom == CELLBLOCK_D_BLOCK ? GO_STATE_ACTIVE : GO_STATE_READY); + door->SetGoState(m_iCellblockRandom == AsUnderlyingType(CELLBLOCK_D_BLOCK) ? GO_STATE_ACTIVE : GO_STATE_READY); // Cursed Depths gate if (GameObject* door = GetGameObject(m_gateCursedDepthsGUID)) - door->SetGoState(m_iCellblockRandom == CELLBLOCK_CURSED_DEPTHS ? GO_STATE_ACTIVE : GO_STATE_READY); + door->SetGoState(m_iCellblockRandom == AsUnderlyingType(CELLBLOCK_CURSED_DEPTHS) ? GO_STATE_ACTIVE : GO_STATE_READY); if (GetState() == BATTLEFIELD_INACTIVE) { @@ -749,23 +749,23 @@ void BattlefieldTB::OnGameObjectCreate(GameObject* go) { case GO_TOLBARAD_GATES: TBGatesGUID = go->GetGUID(); - go->SetGoState(GetState() == BATTLEFIELD_WARMUP ? GO_STATE_READY : GO_STATE_ACTIVE); + go->SetGoState(GetState() == AsUnderlyingType(BATTLEFIELD_WARMUP) ? GO_STATE_READY : GO_STATE_ACTIVE); break; case GO_TOLBARAD_DOOR: TBDoorGUID = go->GetGUID(); - go->SetGoState(GetState() == BATTLEFIELD_INACTIVE ? GO_STATE_ACTIVE : GO_STATE_READY); + go->SetGoState(GetState() == AsUnderlyingType(BATTLEFIELD_INACTIVE) ? GO_STATE_ACTIVE : GO_STATE_READY); break; case GO_GATE_TO_THE_HOLE: m_gateToTheHoleGUID = go->GetGUID(); - go->SetGoState(m_iCellblockRandom == CELLBLOCK_THE_HOLE ? GO_STATE_ACTIVE : GO_STATE_READY); + go->SetGoState(m_iCellblockRandom == AsUnderlyingType(CELLBLOCK_THE_HOLE) ? GO_STATE_ACTIVE : GO_STATE_READY); break; case GO_GATE_D_BLOCK: m_gateDBlockGUID = go->GetGUID(); - go->SetGoState(m_iCellblockRandom == CELLBLOCK_D_BLOCK ? GO_STATE_ACTIVE : GO_STATE_READY); + go->SetGoState(m_iCellblockRandom == AsUnderlyingType(CELLBLOCK_D_BLOCK) ? GO_STATE_ACTIVE : GO_STATE_READY); break; case GO_CURSED_DEPTHS_GATE: m_gateCursedDepthsGUID = go->GetGUID(); - go->SetGoState(m_iCellblockRandom == CELLBLOCK_CURSED_DEPTHS ? GO_STATE_ACTIVE : GO_STATE_READY); + go->SetGoState(m_iCellblockRandom == AsUnderlyingType(CELLBLOCK_CURSED_DEPTHS) ? GO_STATE_ACTIVE : GO_STATE_READY); break; case GO_CRATE_OF_CELLBLOCK_RATIONS: case GO_CURSED_SHACKLES: