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Core/Maps: Replaced spawnmask with difficulty list
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@@ -911,10 +911,10 @@ void GameObject::SaveToDB()
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return;
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}
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SaveToDB(GetMapId(), data->spawnMask);
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SaveToDB(GetMapId(), data->spawnDifficulties);
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}
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void GameObject::SaveToDB(uint32 mapid, uint64 spawnMask)
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void GameObject::SaveToDB(uint32 mapid, std::vector<Difficulty> const& spawnDifficulties)
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{
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const GameObjectTemplate* goI = GetGOInfo();
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@@ -938,7 +938,7 @@ void GameObject::SaveToDB(uint32 mapid, uint64 spawnMask)
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data.spawntimesecs = m_spawnedByDefault ? m_respawnDelayTime : -(int32)m_respawnDelayTime;
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data.animprogress = GetGoAnimProgress();
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data.go_state = GetGoState();
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data.spawnMask = spawnMask;
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data.spawnDifficulties = spawnDifficulties;
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data.artKit = GetGoArtKit();
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data.phaseId = GetDBPhase() > 0 ? GetDBPhase() : data.phaseId;
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@@ -957,7 +957,7 @@ void GameObject::SaveToDB(uint32 mapid, uint64 spawnMask)
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stmt->setUInt64(index++, m_spawnId);
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stmt->setUInt32(index++, GetEntry());
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stmt->setUInt16(index++, uint16(mapid));
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stmt->setUInt64(index++, spawnMask);
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stmt->setString(index++, StringJoin(data.spawnDifficulties, ","));
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stmt->setUInt32(index++, data.phaseId);
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stmt->setUInt32(index++, data.phaseGroup);
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stmt->setFloat(index++, GetPositionX());
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