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Core/Entities: Fixed transport data in update object for non-units
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@@ -211,6 +211,11 @@ void Object::BuildCreateUpdateBlockForPlayer(UpdateData* data, Player* target) c
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break;
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}
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if (!(flags & UPDATEFLAG_LIVING))
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if (WorldObject const* worldObject = dynamic_cast<WorldObject const*>(this))
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if (!worldObject->m_movementInfo.transport.guid.IsEmpty())
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flags |= UPDATEFLAG_TRANSPORT_POSITION;
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if (flags & UPDATEFLAG_STATIONARY_POSITION)
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{
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// UPDATETYPE_CREATE_OBJECT2 for some gameobject types...
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@@ -355,7 +360,7 @@ void Object::BuildMovementUpdate(ByteBuffer* data, uint32 flags) const
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bool PlayHoverAnim = false;
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bool IsSuppressingGreetings = false;
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bool HasMovementUpdate = flags & UPDATEFLAG_LIVING;
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bool HasMovementTransport = flags & UPDATEFLAG_GO_TRANSPORT_POSITION;
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bool HasMovementTransport = flags & UPDATEFLAG_TRANSPORT_POSITION;
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bool Stationary = flags & UPDATEFLAG_STATIONARY_POSITION;
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bool CombatVictim = flags & UPDATEFLAG_HAS_TARGET;
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bool ServerTime = flags & UPDATEFLAG_TRANSPORT;
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