Core/GameObjects: Fixed the behavior for GAMEOBJECT_TYPE_FISHINGNODE
Port From (https://github.com/TrinityCore/TrinityCore/commit/56d0f7a970d24bb71a3e6a27e72fe9bc41eb8246)
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@@ -274,7 +274,11 @@ namespace Game
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if (loot.IsLooted() || go.GetGoType() == GameObjectTypes.FishingNode || go.GetGoType() == GameObjectTypes.FishingHole)
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{
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if (go.GetGoType() == GameObjectTypes.FishingHole)
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if (go.GetGoType() == GameObjectTypes.FishingNode)
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{
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go.SetLootState(LootState.JustDeactivated);
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}
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else if (go.GetGoType() == GameObjectTypes.FishingHole)
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{ // The fishing hole used once more
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go.AddUse(); // if the max usage is reached, will be despawned in next tick
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if (go.GetUseCount() >= go.GetGoValue().FishingHole.MaxOpens)
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