Core/GameObjects: Fixed crashes in GameObject::SetLootState and GameObject::SetGoState for summoned objects
Closes #5166
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@@ -1902,7 +1902,7 @@ void GameObject::SetLootState(LootState state, Unit* unit)
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// startOpen determines whether we are going to add or remove the LoS on activation
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bool startOpen = (GetGoType() == GAMEOBJECT_TYPE_DOOR || GetGoType() == GAMEOBJECT_TYPE_BUTTON ? GetGOInfo()->door.startOpen : false);
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if (GetGOData()->go_state == GO_NOT_READY)
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if (GetGOData() && GetGOData()->go_state == GO_NOT_READY)
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startOpen = !startOpen;
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if (state == GO_ACTIVATED || state == GO_JUST_DEACTIVATED)
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@@ -1923,7 +1923,7 @@ void GameObject::SetGoState(GOState state)
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// startOpen determines whether we are going to add or remove the LoS on activation
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bool startOpen = (GetGoType() == GAMEOBJECT_TYPE_DOOR || GetGoType() == GAMEOBJECT_TYPE_BUTTON ? GetGOInfo()->door.startOpen : false);
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if (GetGOData()->go_state == GO_NOT_READY)
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if (GetGOData() && GetGOData()->go_state == GO_NOT_READY)
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startOpen = !startOpen;
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if (state == GO_STATE_ACTIVE || state == GO_STATE_ACTIVE_ALTERNATIVE)
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