1113 {
1114 bool hasKey = true;
1116 {
1117 hasKey = false;
1119 {
1120 if (!lock->Index[i])
1121 continue;
1122
1124 {
1125 hasKey = true;
1126 break;
1127 }
1128 }
1129 }
1130
1131 if (!hasKey)
1132 return false;
1133
1135 return false;
1137
1142
1144 {
1148
1151 }
1152
1153 return false;
1154 }
std::uint32_t uint32
Definition: Define.h:108
DBCStorage< LockEntry > sLockStore(LockEntryfmt)
@ GO_STATE_ACTIVE
Definition: GameObjectData.h:690
events
Definition: boss_sartura.cpp:43
@ ACTION_START_INTRO
Definition: boss_algalon_the_observer.cpp:79
Position const BrannIntroSpawnPos
Definition: boss_algalon_the_observer.cpp:196
@ EVENT_DESPAWN_CONSOLE
Definition: boss_algalon_the_observer.cpp:106
@ DATA_ALGALON_SUMMON_STATE
Definition: ulduar.h:93
@ GO_DOODAD_UL_SIGILDOOR_01
Definition: ulduar.h:245
@ GO_DOODAD_UL_SIGILDOOR_02
Definition: ulduar.h:246
@ NPC_BRANN_BRONZBEARD_ALG
Definition: ulduar.h:163
#define MAX_LOCK_CASE
Definition: DBCStructure.h:1288
@ GO_FLAG_IN_USE
Definition: SharedDefines.h:1575
GameObject * GetGameObject(WorldObject const &u, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:189
GameObject *const me
Definition: GameObjectAI.h:36
Definition: Creature.h:46
Definition: GameObject.h:122
void SetGameObjectFlag(GameObjectFlags flags)
Definition: GameObject.h:220
GameObjectTemplate const * GetGOInfo() const
Definition: GameObject.h:138
struct GameObjectTemplate::@215::@226 goober
uint32 lockId
Definition: GameObjectData.h:47
TempSummon * SummonCreature(uint32 id, const Position &pos, TempSummonType spwtype=TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0, uint32 vehId=0, SummonPropertiesEntry const *properties=nullptr, bool visibleBySummonerOnly=false) const
Definition: Object.cpp:2318
InstanceScript * GetInstanceScript() const
Definition: Object.cpp:1192
bool HasItemCount(uint32 item, uint32 count=1, bool inBankAlso=false) const
Definition: PlayerStorage.cpp:686
Definition: InstanceScript.h:140
Definition: DBCStructure.h:1291