scriptdev2/scriptdev2 — comment on commit 985d7693ec642c155ff879222c527516a8c11569
File:  line 0
By Schmoozerd:

A main difficulty of such automatic system is how to know the difference between temporary state and persistant state.
Like a combat door that closes while a boss is engaged. (should not be reloaded closed)

Also even if normal doors (only need state_active) could be likely possible to be handled genericly, this still would not hold for more complicated things like the one here.
Also the current system (a switch for every created go) is relatively fast - storing (entry, bool) (bool for open, close) in a std::map would likely be quite a slowdown on load.

But ofc any good idea is welcome :)
(maybe we can use the go-respawn time with meaning open/closed if > 0 in DB and when a closed door is opened it will be listed in the database as "despawned" - which is used for reload case)