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Collision/GameObjects: Fixed LoS for all doors (open and closed). Looks like data0 for type 0 is in fact startClosed instead of startOpen
closes #5660 Signed-off-by: Subv <s.v.h21@hotmail.com>
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@@ -134,7 +134,8 @@ 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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bool toggledState = (GetGOData() ? GetGOData()->go_state == GO_STATE_ACTIVE : 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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if (m_model)
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GetMap()->Insert(*m_model);
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if ((startOpen && !toggledState) || (!startOpen && toggledState))
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@@ -1904,7 +1905,8 @@ void GameObject::SetLootState(LootState state, Unit* unit)
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// startOpen determines whether we are going to add or remove the LoS on activation
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bool startOpen = (GetGoType() == GAMEOBJECT_TYPE_DOOR || GetGoType() == GAMEOBJECT_TYPE_BUTTON ? GetGOInfo()->door.startOpen : false);
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if (GetGOData() && GetGOData()->go_state == GO_NOT_READY)
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// Use the current go state
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if (GetGoState() == GO_STATE_ACTIVE)
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startOpen = !startOpen;
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if (state == GO_ACTIVATED || state == GO_JUST_DEACTIVATED)
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@@ -1925,7 +1927,7 @@ void GameObject::SetGoState(GOState state)
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// startOpen determines whether we are going to add or remove the LoS on activation
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bool startOpen = (GetGoType() == GAMEOBJECT_TYPE_DOOR || GetGoType() == GAMEOBJECT_TYPE_BUTTON ? GetGOInfo()->door.startOpen : false);
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if (GetGOData() && GetGOData()->go_state == GO_NOT_READY)
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if (GetGOData() && GetGOData()->go_state == GO_STATE_READY)
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startOpen = !startOpen;
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if (state == GO_STATE_ACTIVE || state == GO_STATE_ACTIVE_ALTERNATIVE)
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