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[8183] Some gameobject despanw related fixes Author: VladimirMangos
* Implement use `consumable` field in gameobject template for gameobject required explcit despawn at use.
* Move gameobject template fields cech function from Gameobject to gameobject template class, and update callers.
* Cast spells at gameobject use with gameobject guid as original caster guid, as already used in some other cases. (skipped)
--HG--
branch : trunk
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@@ -3165,7 +3165,7 @@ void Spell::EffectOpenLock(uint32 effIndex)
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// these objects must have been spawned by outdoorpvp!
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else if(gameObjTarget->GetGOInfo()->type == GAMEOBJECT_TYPE_GOOBER && sOutdoorPvPMgr.HandleOpenGo(player, gameObjTarget->GetGUID()))
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return;
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lockId = gameObjTarget->GetLockId();
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lockId = goInfo->GetLockId();
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guid = gameObjTarget->GetGUID();
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}
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else if(itemTarget)
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@@ -4625,7 +4625,7 @@ void Spell::EffectSummonObjectWild(uint32 i)
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}
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}
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if(uint32 linkedEntry = pGameObj->GetLinkedGameObjectEntry())
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if(uint32 linkedEntry = pGameObj->GetGOInfo()->GetLinkedGameObjectEntry())
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{
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GameObject* linkedGO = new GameObject;
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if(linkedGO->Create(objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT), linkedEntry, map,
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@@ -6497,7 +6497,7 @@ void Spell::EffectTransmitted(uint32 effIndex)
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data << uint64(pGameObj->GetGUID());
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m_caster->SendMessageToSet(&data,true);
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if(uint32 linkedEntry = pGameObj->GetLinkedGameObjectEntry())
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if(uint32 linkedEntry = pGameObj->GetGOInfo()->GetLinkedGameObjectEntry())
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{
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GameObject* linkedGO = new GameObject;
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if(linkedGO->Create(objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT), linkedEntry, cMap,
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