Core/Wintergrasp: if wintergrasp is disabled make the last door auto trigger.
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@@ -176,6 +176,8 @@ bool BattlefieldWG::SetupBattlefield()
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for (uint8 i = 0; i < WG_MAX_OBJ; i++)
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for (uint8 i = 0; i < WG_MAX_OBJ; i++)
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{
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{
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GameObject* go = SpawnGameObject(WGGameObjectBuilding[i].entry, WGGameObjectBuilding[i].x, WGGameObjectBuilding[i].y, WGGameObjectBuilding[i].z, WGGameObjectBuilding[i].o);
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GameObject* go = SpawnGameObject(WGGameObjectBuilding[i].entry, WGGameObjectBuilding[i].x, WGGameObjectBuilding[i].y, WGGameObjectBuilding[i].z, WGGameObjectBuilding[i].o);
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if (!m_IsEnabled && go->GetGOData()->id == 191810)
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go->SwitchDoorOrButton(true);
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BfWGGameObjectBuilding* b = new BfWGGameObjectBuilding(this);
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BfWGGameObjectBuilding* b = new BfWGGameObjectBuilding(this);
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b->Init(go, WGGameObjectBuilding[i].type, WGGameObjectBuilding[i].WorldState, WGGameObjectBuilding[i].nameId);
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b->Init(go, WGGameObjectBuilding[i].type, WGGameObjectBuilding[i].WorldState, WGGameObjectBuilding[i].nameId);
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BuildingsInZone.insert(b);
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BuildingsInZone.insert(b);
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