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>
This commit is contained in:
Johaine
2023-05-13 17:52:44 +00:00
committed by GitHub
parent eca5f79d6f
commit ea3e6e8f3b
2 changed files with 3 additions and 1 deletions

View File

@@ -50,8 +50,9 @@ public:
break;
case GO_FACTORY_DOOR:
gameobject->UpdateSaveToDb(true);
// GoState (Door opened) is restored during GO creation, but we need to set LootState to prevent Lever from closing it again
if (_encounters[TYPE_RHAHK_ZOR] == DONE)
gameobject->SetGoState(GO_STATE_ACTIVE);
gameobject->SetLootState(GO_ACTIVATED);
break;
case GO_IRON_CLAD_DOOR:
gameobject->UpdateSaveToDb(true);