*Store creatureData and goData for creatures and gos.
--HG-- branch : trunk
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@@ -471,7 +471,8 @@ class TRINITY_DLL_SPEC GameObject : public WorldObject
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bool Create(uint32 guidlow, uint32 name_id, Map *map, uint32 phaseMask, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 animprogress, GOState go_state, uint32 ArtKit = 0);
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void Update(uint32 p_time);
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static GameObject* GetGameObject(WorldObject& object, uint64 guid);
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GameObjectInfo const* GetGOInfo() const;
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GameObjectInfo const* GetGOInfo() const { return m_goInfo; }
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GameObjectData const* GetGOData() const { return m_goData; }
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bool IsTransport() const;
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@@ -663,6 +664,7 @@ class TRINITY_DLL_SPEC GameObject : public WorldObject
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uint32 m_DBTableGuid; ///< For new or temporary gameobjects is 0 for saved it is lowguid
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GameObjectInfo const* m_goInfo;
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GameObjectData const* m_goData;
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GameObjectValue * const m_goValue;
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private:
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void SwitchDoorOrButton(bool activate, bool alternative = false);
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