fix(Scripts/Deadmines): store state of newly added doors to DB, too (#25050)

This commit is contained in:
sudlud
2026-03-10 15:55:37 +01:00
committed by GitHub
parent 14ce79413b
commit 52129ff974
2 changed files with 5 additions and 2 deletions

View File

@@ -40,6 +40,8 @@ enum GameObjects
GO_DOOR_LEVER_2 = 101833, GO_DOOR_LEVER_2 = 101833,
GO_DOOR_LEVER_3 = 101834, GO_DOOR_LEVER_3 = 101834,
GO_CANNON = 16398, GO_CANNON = 16398,
GO_FOUNDRY_DOOR = 16399,
GO_MAST_ROOM_DOOR = 16400,
}; };
template <class AI, class T> template <class AI, class T>

View File

@@ -46,6 +46,8 @@ public:
case GO_DOOR_LEVER_2: case GO_DOOR_LEVER_2:
case GO_DOOR_LEVER_3: case GO_DOOR_LEVER_3:
case GO_CANNON: case GO_CANNON:
case GO_FOUNDRY_DOOR:
case GO_MAST_ROOM_DOOR:
gameobject->AllowSaveToDB(true); gameobject->AllowSaveToDB(true);
break; break;
case GO_FACTORY_DOOR: case GO_FACTORY_DOOR:
@@ -57,9 +59,8 @@ public:
case GO_IRON_CLAD_DOOR: case GO_IRON_CLAD_DOOR:
gameobject->AllowSaveToDB(true); gameobject->AllowSaveToDB(true);
if (GetStoredGameObjectState(gameobject->GetSpawnId()) == GO_STATE_ACTIVE) if (GetStoredGameObjectState(gameobject->GetSpawnId()) == GO_STATE_ACTIVE)
{
gameobject->DespawnOrUnsummon(); gameobject->DespawnOrUnsummon();
}
break; break;
} }
} }