Core/SAI: Linked events should be executed after the event that linked them is executed.
Core/SAI: Allow SMART_EVENT_GO_STATE_CHANGED to use ActionInvoker target Signed-off-by: Subv2112 <[email protected]>
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@@ -713,7 +713,8 @@ class GameObject : public WorldObject, public GridObject<GameObject>
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void Use(Unit* user);
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LootState getLootState() const { return m_lootState; }
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void SetLootState(LootState s);
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// Note: unit is only used when s = GO_ACTIVATED
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void SetLootState(LootState s, Unit* unit = NULL);
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uint16 GetLootMode() { return m_LootMode; }
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bool HasLootMode(uint16 lootMode) { return m_LootMode & lootMode; }
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@@ -747,7 +748,7 @@ class GameObject : public WorldObject, public GridObject<GameObject>
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bool hasQuest(uint32 quest_id) const;
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bool hasInvolvedQuest(uint32 quest_id) const;
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bool ActivateToQuest(Player* target) const;
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void UseDoorOrButton(uint32 time_to_restore = 0, bool alternative = false);
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void UseDoorOrButton(uint32 time_to_restore = 0, bool alternative = false, Unit* user = NULL);
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// 0 = use `gameobject`.`spawntimesecs`
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void ResetDoorOrButton();
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