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Scripts: Fix SCRIPT_COMMAND_OPEN_DOOR not working with dynguid
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killerwife committed Feb 11, 2024
1 parent fe9938f commit 3bd1eb6
Showing 1 changed file with 1 addition and 6 deletions.
7 changes: 1 addition & 6 deletions src/game/DBScripts/ScriptMgr.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2042,12 +2042,7 @@ bool ScriptAction::ExecuteDbscriptCommand(WorldObject* pSource, WorldObject* pTa

if (m_script->changeDoor.goGuid)
{
GameObjectData const* goData = sObjectMgr.GetGOData(m_script->changeDoor.goGuid);
if (!goData) // checked at load
break;

// TODO - Was a change, before random map
door = m_map->GetGameObject(ObjectGuid(HIGHGUID_GAMEOBJECT, goData->id, m_script->changeDoor.goGuid));
door = m_map->GetGameObject(m_script->changeDoor.goGuid);
}
else
{
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