114 TC_LOG_ERROR(
"sql.sql",
"BatteGroundRV: Failed to spawn some object!");
136 go->SetGoState(state);
139 for (BattlegroundPlayerMap::const_iterator itr =
GetPlayers().begin(); itr !=
GetPlayers().end(); ++itr)
141 go->SendUpdateToPlayer(player);
@ BG_RV_OBJECT_PILAR_COLLISION_1
@ BG_RV_OBJECT_ELEVATOR_1
@ BG_RV_OBJECT_PILAR_COLLISION_3
@ BG_RV_OBJECT_ELEVATOR_2
@ BG_RV_OBJECT_FIREDOOR_2
@ BG_RV_OBJECT_FIREDOOR_1
@ BG_RV_OBJECT_PILAR_COLLISION_4
@ BG_RV_OBJECT_PILAR_COLLISION_2
@ BG_RV_OBJECT_TYPE_PILAR_2
@ BG_RV_OBJECT_TYPE_PILAR_1
@ BG_RV_OBJECT_TYPE_PILAR_4
@ BG_RV_OBJECT_TYPE_ELEVATOR_1
@ BG_RV_OBJECT_TYPE_BUFF_1
@ BG_RV_OBJECT_TYPE_BUFF_2
@ BG_RV_OBJECT_TYPE_PULLEY_2
@ BG_RV_OBJECT_TYPE_PILAR_COLLISION_2
@ BG_RV_OBJECT_TYPE_GEAR_2
@ BG_RV_OBJECT_TYPE_PILAR_COLLISION_3
@ BG_RV_OBJECT_TYPE_FIREDOOR_2
@ BG_RV_OBJECT_TYPE_PILAR_COLLISION_4
@ BG_RV_OBJECT_TYPE_PILAR_COLLISION_1
@ BG_RV_OBJECT_TYPE_PILAR_3
@ BG_RV_OBJECT_TYPE_FIREDOOR_1
@ BG_RV_OBJECT_TYPE_FIRE_2
@ BG_RV_OBJECT_TYPE_ELEVATOR_2
@ BG_RV_OBJECT_TYPE_GEAR_1
@ BG_RV_OBJECT_TYPE_PULLEY_1
@ BG_RV_OBJECT_TYPE_FIRE_1
@ BG_RV_PILLAR_SWITCH_TIMER
@ BG_RV_FIRE_TO_PILLAR_TIMER
@ BG_RV_STATE_SWITCH_PILLARS
@ BG_RV_STATE_OPEN_FENCES
#define TC_LOG_ERROR(filterType__,...)
void StartingEventOpenDoors() override
void TogglePillarCollision()
BattlegroundRV(BattlegroundTemplate const *battlegroundTemplate)
void PostUpdateImpl(uint32 diff) override
Post-update hook.
bool SetupBattleground() override
void DoorOpen(uint32 type)
void SpawnBGObject(uint32 type, uint32 respawntime)
virtual bool AddObject(uint32 type, uint32 entry, float x, float y, float z, float o, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime=0, GOState goState=GO_STATE_READY)
void DoorClose(uint32 type)
BattlegroundPlayerMap const & GetPlayers() const
BattlegroundStatus GetStatus() const
GameObject * GetBGObject(uint32 type, bool logError=true)
TC_GAME_API Player * FindPlayer(ObjectGuid const &)