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Core/PacketIO: Use ByteBuffer from UpdateData instead of copying to it after (#28347)
(cherry picked from commit 81bf8de989)
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@@ -173,7 +173,7 @@ void SceneObject::BuildValuesUpdateForPlayerWithMask(UpdateData* data, UF::Objec
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if (requestedSceneObjectMask.IsAnySet())
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valuesMask.Set(TYPEID_SCENEOBJECT);
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ByteBuffer buffer = PrepareValuesUpdateBuffer();
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ByteBuffer& buffer = PrepareValuesUpdateBuffer(data);
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std::size_t sizePos = buffer.wpos();
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buffer << uint32(0);
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buffer << uint32(valuesMask.GetBlock(0));
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@@ -186,7 +186,7 @@ void SceneObject::BuildValuesUpdateForPlayerWithMask(UpdateData* data, UF::Objec
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buffer.put<uint32>(sizePos, buffer.wpos() - sizePos - 4);
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data->AddUpdateBlock(buffer);
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data->AddUpdateBlock();
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}
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void SceneObject::ValuesUpdateForPlayerWithMaskSender::operator()(Player const* player) const
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