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Core/Entities: debloat SummonGameObject parameter list using proper wrappers and enable GO rotation in scripts
- There's still an overload allowing for x, y, z, o to be passed directly - Fixed default animstate for GameObject creation in many places, it should be 255, not 100 (checked in sniffs)
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@@ -1903,7 +1903,7 @@ class spell_item_crystal_prison_dummy_dnd : public SpellScriptLoader
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if (Creature* target = GetHitCreature())
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if (target->isDead() && !target->IsPet())
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{
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GetCaster()->SummonGameObject(OBJECT_IMPRISONED_DOOMGUARD, target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(), target->GetOrientation(), 0, 0, 0, 0, uint32(target->GetRespawnTime()-time(NULL)));
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GetCaster()->SummonGameObject(OBJECT_IMPRISONED_DOOMGUARD, *target, G3D::Quat(), uint32(target->GetRespawnTime()-time(NULL)));
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target->DespawnOrUnsummon();
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}
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}
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