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fix(Core/SmartScripts): SMART_ACTION_ACTIVATE_GOBJECT should not rese… (#9178)
* fix(Core/SmartScripts): SMART_ACTION_ACTIVATE_GOBJECT should not reset loot state for doors. Fixes #8937
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@@ -790,12 +790,16 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
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{
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if (IsGameObject(*itr))
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{
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GameObject* go = (*itr)->ToGameObject();
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// Activate
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// xinef: wtf is this shit?
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(*itr)->ToGameObject()->SetLootState(GO_READY);
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(*itr)->ToGameObject()->UseDoorOrButton(0, !!e.action.activateObject.alternative, unit);
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LOG_DEBUG("sql.sql", "SmartScript::ProcessAction:: SMART_ACTION_ACTIVATE_GOBJECT. Gameobject %s activated",
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(*itr)->GetGUID().ToString().c_str());
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if (go->GetGoType() != GAMEOBJECT_TYPE_DOOR)
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{
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go->SetLootState(GO_READY);
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}
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go->UseDoorOrButton(0, !!e.action.activateObject.alternative, unit);
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LOG_DEBUG("sql.sql", "SmartScript::ProcessAction:: SMART_ACTION_ACTIVATE_GOBJECT. Gameobject %s activated", go->GetGUID().ToString().c_str());
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}
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}
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