Core/Commands: Fixes adding new creatures and gameobjects using in-game commands
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@@ -950,7 +950,7 @@ namespace Game.Entities
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Cypher.Assert(data.spawnId == m_spawnId);
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Cypher.Assert(data.spawnId == m_spawnId);
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data.Id = GetEntry();
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data.Id = GetEntry();
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data.spawnPoint = new WorldLocation(this);
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data.spawnPoint.WorldRelocate(this);
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data.rotation = m_worldRotation;
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data.rotation = m_worldRotation;
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data.spawntimesecs = (int)(m_spawnedByDefault ? m_respawnDelayTime : -m_respawnDelayTime);
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data.spawntimesecs = (int)(m_spawnedByDefault ? m_respawnDelayTime : -m_respawnDelayTime);
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data.animprogress = GetGoAnimProgress();
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data.animprogress = GetGoAnimProgress();
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@@ -3481,7 +3481,7 @@ namespace Game.Entities
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Cypher.Assert(!IsResurrectRequested());
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Cypher.Assert(!IsResurrectRequested());
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_resurrectionData = new ResurrectionData();
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_resurrectionData = new ResurrectionData();
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_resurrectionData.GUID = caster.GetGUID();
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_resurrectionData.GUID = caster.GetGUID();
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_resurrectionData.Location = new WorldLocation(caster);
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_resurrectionData.Location.WorldRelocate(caster);
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_resurrectionData.Health = health;
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_resurrectionData.Health = health;
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_resurrectionData.Mana = mana;
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_resurrectionData.Mana = mana;
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_resurrectionData.Aura = appliedAura;
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_resurrectionData.Aura = appliedAura;
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@@ -38,16 +38,20 @@ namespace Game.Maps
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public PhaseUseFlagsValues phaseUseFlags;
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public PhaseUseFlagsValues phaseUseFlags;
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public uint phaseId;
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public uint phaseId;
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public uint phaseGroup;
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public uint phaseGroup;
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public int terrainSwapMap = -1;
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public int terrainSwapMap;
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public int spawntimesecs;
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public int spawntimesecs;
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public List<Difficulty> spawnDifficulties;
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public List<Difficulty> spawnDifficulties;
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public SpawnGroupTemplateData spawnGroupData;
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public SpawnGroupTemplateData spawnGroupData;
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public uint ScriptId;
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public uint ScriptId;
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public bool dbData = true;
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public bool dbData;
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public SpawnData(SpawnObjectType t)
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public SpawnData(SpawnObjectType t)
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{
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{
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type = t;
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type = t;
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spawnPoint = new WorldLocation();
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terrainSwapMap = -1;
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spawnDifficulties = new List<Difficulty>();
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dbData = true;
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}
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}
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}
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}
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}
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}
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