Core/GameObject: Set trap type 0 back to GO_READY after activation.
Otherwise it would be activated again on every update. My fault, moving the activation code to GO_ACTIVATED skips the cooldown check. Closes #12047
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@@ -568,10 +568,12 @@ void GameObject::Update(uint32 diff)
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CastSpell(target, goInfo->trap.spellId);
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// Template value or 4 seconds
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m_cooldownTime = time(NULL) + (goInfo->trap.cooldown ? goInfo->trap.cooldown : uint32(4));
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m_cooldownTime = time(NULL) + (goInfo->trap.cooldown ? goInfo->trap.cooldown : uint32(4));
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if (goInfo->trap.type == 1)
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SetLootState(GO_JUST_DEACTIVATED);
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else if (!goInfo->trap.type)
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SetLootState(GO_READY);
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// Battleground gameobjects have data2 == 0 && data5 == 3
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if (!goInfo->trap.diameter && goInfo->trap.cooldown == 3)
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