Core/GameObject: Store unit in GameObject::SetLootState - required for trap activation.
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@@ -2015,6 +2015,7 @@ void GameObject::SetDestructibleState(GameObjectDestructibleState state, Player*
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void GameObject::SetLootState(LootState state, Unit* unit)
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{
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m_lootState = state;
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m_lootStateUnit = unit;
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AI()->OnStateChanged(state, unit);
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sScriptMgr->OnGameObjectLootStateChanged(this, state, unit);
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if (m_model)
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