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fix(Core/GameObjects): move activation code of traps to GO_ACTIVATED (#10537)
- Original author: @Gacko
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@@ -651,7 +651,10 @@ void Creature::Update(uint32 diff)
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m_groupLootTimer = 0;
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lootingGroupLowGUID = 0;
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}
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else m_groupLootTimer -= diff;
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else
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{
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m_groupLootTimer -= diff;
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}
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}
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else if (m_corpseRemoveTime <= GameTime::GetGameTime().count())
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{
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