Core/Pools: Allow all gameobject types to be pool members
Port From (https://github.com/TrinityCore/TrinityCore/commit/bb8f713d5fafefb82ee08d93ad76c2124a262a2a)
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@@ -147,16 +147,6 @@ namespace Game
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continue;
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continue;
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}
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}
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GameObjectTemplate goinfo = Global.ObjectMgr.GetGameObjectTemplate(data.Id);
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if (goinfo.type != GameObjectTypes.Chest &&
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goinfo.type != GameObjectTypes.FishingHole &&
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goinfo.type != GameObjectTypes.GatheringNode &&
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goinfo.type != GameObjectTypes.Goober)
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{
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Log.outError(LogFilter.Sql, "`pool_gameobject` has a not lootable gameobject spawn (GUID: {0}, type: {1}) defined for pool id ({2}), skipped.", guid, goinfo.type, pool_id);
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continue;
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}
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if (!mPoolTemplate.ContainsKey(pool_id))
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if (!mPoolTemplate.ContainsKey(pool_id))
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{
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{
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Log.outError(LogFilter.Sql, "`pool_gameobject` pool id ({0}) is not in `pool_template`, skipped.", pool_id);
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Log.outError(LogFilter.Sql, "`pool_gameobject` pool id ({0}) is not in `pool_template`, skipped.", pool_id);
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