Core/SmartScripts: Fix Deadmines door lever not opening door. (#269)
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@@ -619,7 +619,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
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{
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{
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// Activate
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// Activate
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// xinef: wtf is this shit?
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// xinef: wtf is this shit?
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//(*itr)->ToGameObject()->SetLootState(GO_READY);
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(*itr)->ToGameObject()->SetLootState(GO_READY);
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(*itr)->ToGameObject()->UseDoorOrButton(0, e.action.activateObject.alternative ? true : false, unit);
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(*itr)->ToGameObject()->UseDoorOrButton(0, e.action.activateObject.alternative ? true : false, unit);
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;//sLog->outDebug(LOG_FILTER_DATABASE_AI, "SmartScript::ProcessAction:: SMART_ACTION_ACTIVATE_GOBJECT. Gameobject %u (entry: %u) activated",
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;//sLog->outDebug(LOG_FILTER_DATABASE_AI, "SmartScript::ProcessAction:: SMART_ACTION_ACTIVATE_GOBJECT. Gameobject %u (entry: %u) activated",
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// (*itr)->GetGUIDLow(), (*itr)->GetEntry());
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// (*itr)->GetGUIDLow(), (*itr)->GetEntry());
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