[Cosmetic] Apply codestyle "XXX * " and "XXX *" changed to "XXX* " (with some exceptions)
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@@ -623,7 +623,7 @@ class GameObject : public WorldObject, public GridObject<GameObject>
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void RemoveFromWorld();
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void CleanupsBeforeDelete(bool finalCleanup = true);
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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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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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GameObjectTemplate const* GetGOInfo() const { return m_goInfo; }
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@@ -648,7 +648,7 @@ class GameObject : public WorldObject, public GridObject<GameObject>
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void SaveToDB();
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void SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask);
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bool LoadFromDB(uint32 guid, Map *map);
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bool LoadFromDB(uint32 guid, Map* map);
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void DeleteFromDB();
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void SetOwnerGUID(uint64 owner)
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@@ -698,7 +698,7 @@ class GameObject : public WorldObject, public GridObject<GameObject>
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uint32 GetRespawnDelay() const { return m_respawnDelayTime; }
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void Refresh();
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void Delete();
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void getFishLoot(Loot *loot, Player* loot_owner);
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void getFishLoot(Loot* loot, Player* loot_owner);
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GameobjectTypes GetGoType() const { return GameobjectTypes(GetByteValue(GAMEOBJECT_BYTES_1, 1)); }
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void SetGoType(GameobjectTypes type) { SetByteValue(GAMEOBJECT_BYTES_1, 1, type); }
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GOState GetGoState() const { return GOState(GetByteValue(GAMEOBJECT_BYTES_1, 0)); }
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@@ -707,7 +707,7 @@ class GameObject : public WorldObject, public GridObject<GameObject>
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void SetGoArtKit(uint8 artkit);
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uint8 GetGoAnimProgress() const { return GetByteValue(GAMEOBJECT_BYTES_1, 3); }
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void SetGoAnimProgress(uint8 animprogress) { SetByteValue(GAMEOBJECT_BYTES_1, 3, animprogress); }
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static void SetGoArtKit(uint8 artkit, GameObject *go, uint32 lowguid = 0);
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static void SetGoArtKit(uint8 artkit, GameObject* go, uint32 lowguid = 0);
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void Use(Unit* user);
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@@ -745,7 +745,7 @@ 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 *pTarget) const;
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bool ActivateToQuest(Player* pTarget) const;
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void UseDoorOrButton(uint32 time_to_restore = 0, bool alternative = false);
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// 0 = use `gameobject`.`spawntimesecs`
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void ResetDoorOrButton();
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