Core/SmartScript: update ACTION_GO_SET_GO_STATE
GO_STATE_ACTIVE = 0, // show in world as used and not reset (closed door open) GO_STATE_READY = 1, // show in world as ready (closed door close) GO_STATE_ACTIVE_ALTERNATIVE = 2 // show in world as used in alt way and not reset (closed door open by cannon fire) Credits to Sunwell
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@@ -2062,6 +2062,20 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
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if (IsGameObject(*itr))
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(*itr)->ToGameObject()->SetLootState((LootState)e.action.setGoLootState.state);
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delete targets;
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break;
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}
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case SMART_ACTION_GO_SET_GO_STATE:
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{
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ObjectList* targets = GetTargets(e, unit);
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if (!targets)
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break;
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for (ObjectList::const_iterator itr = targets->begin(); itr != targets->end(); ++itr)
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if (IsGameObject(*itr))
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(*itr)->ToGameObject()->SetGoState((GOState)e.action.goState.state);
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delete targets;
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break;
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}
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