Collision/GameObjects: Corrected a possible logic fail
Signed-off-by: Subv <s.v.h21@hotmail.com>
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@@ -135,7 +135,7 @@ void GameObject::AddToWorld()
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sObjectAccessor->AddObject(this);
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bool startOpen = (GetGoType() == GAMEOBJECT_TYPE_DOOR || GetGoType() == GAMEOBJECT_TYPE_BUTTON ? GetGOInfo()->door.startOpen : false);
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// The state can be changed after GameObject::Create but before GameObject::AddToWorld
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bool toggledState = GetGoState() == GO_STATE_READY;
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bool toggledState = GetGOData() ? GetGOData()->go_state == GO_STATE_READY : false;
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if (m_model)
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GetMap()->Insert(*m_model);
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if (startOpen ^ toggledState)
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