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refactor(Core/GameObject): Move the GameObject state save handling to… (#18080)
* refactor(Core/GameObject): Move the GameObject state save handling to instance level * Update GameObject.h * remove leftover * small improvements
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@@ -46,17 +46,17 @@ public:
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case GO_DOOR_LEVER_2:
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case GO_DOOR_LEVER_3:
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case GO_CANNON:
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gameobject->UpdateSaveToDb(true);
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gameobject->AllowSaveToDB(true);
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break;
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case GO_FACTORY_DOOR:
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gameobject->UpdateSaveToDb(true);
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gameobject->AllowSaveToDB(true);
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// GoState (Door opened) is restored during GO creation, but we need to set LootState to prevent Lever from closing it again
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if (_encounters[TYPE_RHAHK_ZOR] == DONE)
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gameobject->SetLootState(GO_ACTIVATED);
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break;
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case GO_IRON_CLAD_DOOR:
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gameobject->UpdateSaveToDb(true);
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if (gameobject->GetStateSavedOnInstance() == GO_STATE_ACTIVE)
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gameobject->AllowSaveToDB(true);
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if (GetStoredGameObjectState(gameobject->GetSpawnId()) == GO_STATE_ACTIVE)
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{
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gameobject->DespawnOrUnsummon();
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}
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@@ -62,7 +62,7 @@ public:
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case GO_CAVE_IN_2:
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case GO_WORKSHOP_DOOR:
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case GO_FINAL_CHAMBER_DOOR:
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gameobject->UpdateSaveToDb(true);
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gameobject->AllowSaveToDB(true);
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break;
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}
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}
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@@ -65,7 +65,7 @@ public:
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GateKirtonosGUID = go->GetGUID();
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break;
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case GO_DOOR_OPENED_WITH_KEY:
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go->UpdateSaveToDb(true);
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go->AllowSaveToDB(true);
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break;
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case GO_GATE_GANDLING_DOWN_NORTH:
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GandlingGatesGUID[0] = go->GetGUID();
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@@ -178,69 +178,69 @@ public:
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case GO_HALL_OF_HIGH_COMMAND:
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case GO_GAUNTLET_DOOR_1:
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case GO_GAUNTLET_DOOR_2:
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go->UpdateSaveToDb(true);
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go->AllowSaveToDB(true);
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break;
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case GO_ZIGGURAT_DOORS1:
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go->UpdateSaveToDb(true);
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go->AllowSaveToDB(true);
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_zigguratDoorsGUID1 = go->GetGUID();
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if (GetData(TYPE_ZIGGURAT1) >= 1)
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go->SetGoState(GO_STATE_ACTIVE);
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break;
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case GO_ZIGGURAT_DOORS2:
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go->UpdateSaveToDb(true);
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go->AllowSaveToDB(true);
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_zigguratDoorsGUID2 = go->GetGUID();
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if (GetData(TYPE_ZIGGURAT2) >= 1)
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go->SetGoState(GO_STATE_ACTIVE);
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break;
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case GO_ZIGGURAT_DOORS3:
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go->UpdateSaveToDb(true);
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go->AllowSaveToDB(true);
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_zigguratDoorsGUID3 = go->GetGUID();
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if (GetData(TYPE_ZIGGURAT3) >= 1)
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go->SetGoState(GO_STATE_ACTIVE);
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break;
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case GO_GAUNTLET_GATE:
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go->UpdateSaveToDb(true);
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go->AllowSaveToDB(true);
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_gauntletGateGUID = go->GetGUID();
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if (_zigguratState1 == 2 && _zigguratState2 == 2 && _zigguratState3 == 2)
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go->SetGoState(GO_STATE_ACTIVE);
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break;
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case GO_SLAUGTHER_GATE:
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go->UpdateSaveToDb(true);
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go->AllowSaveToDB(true);
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_slaughterGateGUID = go->GetGUID();
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if (_zigguratState1 == 2 && _zigguratState2 == 2 && _zigguratState3 == 2)
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go->SetGoState(GO_STATE_ACTIVE);
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break;
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case GO_ZIGGURAT_DOORS4:
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go->UpdateSaveToDb(true);
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go->AllowSaveToDB(true);
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_zigguratDoorsGUID4 = go->GetGUID();
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if (_slaughterProgress == 4)
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go->SetGoState(GO_STATE_ACTIVE);
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break;
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case GO_ZIGGURAT_DOORS5:
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go->UpdateSaveToDb(true);
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go->AllowSaveToDB(true);
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_zigguratDoorsGUID5 = go->GetGUID();
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if (_slaughterProgress == 4)
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go->SetGoState(GO_STATE_ACTIVE);
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break;
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case GO_SLAUGHTER_GATE_SIDE:
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go->UpdateSaveToDb(true);
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go->AllowSaveToDB(true);
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if (_slaughterProgress >= 2)
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go->SetGoState(GO_STATE_ACTIVE);
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break;
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case GO_PORT_TRAP_GATE_1:
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go->UpdateSaveToDb(true);
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go->AllowSaveToDB(true);
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_trapGatesGUIDs[0] = go->GetGUID();
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break;
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case GO_PORT_TRAP_GATE_2:
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go->UpdateSaveToDb(true);
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go->AllowSaveToDB(true);
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_trapGatesGUIDs[1] = go->GetGUID();
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break;
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case GO_PORT_TRAP_GATE_3:
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go->UpdateSaveToDb(true);
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go->AllowSaveToDB(true);
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_trapGatesGUIDs[2] = go->GetGUID();
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break;
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case GO_PORT_TRAP_GATE_4:
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go->UpdateSaveToDb(true);
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go->AllowSaveToDB(true);
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_trapGatesGUIDs[3] = go->GetGUID();
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break;
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}
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