Add WorldEffectID to Gameobject
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@@ -228,6 +228,12 @@ namespace Game.Entities
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{
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SetUInt32Value(GameObjectFields.Faction, m_goTemplateAddon.faction);
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SetUInt32Value(GameObjectFields.Flags, m_goTemplateAddon.flags);
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if (m_goTemplateAddon.WorldEffectID)
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{
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m_updateFlag |= UpdateFlag.Gameobject;
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SetWorldEffectID(m_goTemplateAddon.WorldEffectID);
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}
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}
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SetEntry(goinfo.entry);
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@@ -318,6 +324,12 @@ namespace Game.Entities
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m_invisibility.AddValue(gameObjectAddon.invisibilityType, gameObjectAddon.invisibilityValue);
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}
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if (gameObjectAddon != null && gameObjectAddon.WorldEffectID)
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{
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m_updateFlag |= UpdateFlag.Gameobject;
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SetWorldEffectID(gameObjectAddon.WorldEffectID);
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}
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LastUsedScriptID = GetGoInfo().ScriptId;
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AIM_Initialize();
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@@ -2498,6 +2510,9 @@ namespace Game.Entities
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public override ushort GetAIAnimKitId() { return _animKitId; }
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public uint GetWorldEffectID() { return _worldEffectID; }
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public void SetWorldEffectID(uint worldEffectID) { _worldEffectID = worldEffectID; }
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public GameObjectTemplate GetGoInfo() { return m_goInfo; }
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public GameObjectTemplateAddon GetTemplateAddon() { return m_goTemplateAddon; }
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GameObjectData GetGoData() { return m_goData; }
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@@ -2663,6 +2678,7 @@ namespace Game.Entities
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GameObjectAI m_AI;
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ushort _animKitId;
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uint _worldEffectID;
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GameObjectState m_prevGoState; // What state to set whenever resetting
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