Core/GameObjects: Implement more gameobject gameevent uses
Port From (https://github.com/TrinityCore/TrinityCore/commit/597485f1d4ccadaccf800a2663f3d74342aa5c4d)
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@@ -1800,6 +1800,8 @@ namespace Game.Entities
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ChairListSlots[nearest_slot] = player.GetGUID(); //this slot in now used by player
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player.TeleportTo(GetMapId(), x_lowest, y_lowest, GetPositionZ(), GetOrientation(), (TeleportToOptions.NotLeaveTransport | TeleportToOptions.NotLeaveCombat | TeleportToOptions.NotUnSummonPet));
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player.SetStandState(UnitStandStateType.SitLowChair + (byte)info.Chair.chairheight);
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if (info.Chair.triggeredEvent != 0)
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GameEvents.Trigger(info.Chair.triggeredEvent, player, this);
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return;
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}
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}
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@@ -2217,6 +2219,9 @@ namespace Game.Entities
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bg.EventPlayerClickedOnFlag(player, this);
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break;
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}
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if (info.FlagDrop.eventID != 0)
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GameEvents.Trigger(info.FlagDrop.eventID, player, this);
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}
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//this cause to call return, all flags must be deleted here!!
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spellId = 0;
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@@ -2591,6 +2596,9 @@ namespace Game.Entities
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player.SendPacket(packet);
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}
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if (change < 0 && GetGoInfo().DestructibleBuilding.DamageEvent != 0)
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GameEvents.Trigger(GetGoInfo().DestructibleBuilding.DamageEvent, attackerOrHealer, this);
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GameObjectDestructibleState newState = GetDestructibleState();
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if (m_goValue.Building.Health == 0)
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