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Core/Gameobject: Add WorldEffectID to Gameobject (#20785)
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@@ -350,7 +350,7 @@ void Object::BuildMovementUpdate(ByteBuffer* data, uint32 flags) const
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bool AnimKitCreate = (flags & UPDATEFLAG_ANIMKITS) != 0;
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bool Rotation = (flags & UPDATEFLAG_ROTATION) != 0;
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bool HasAreaTrigger = (flags & UPDATEFLAG_AREATRIGGER) != 0;
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bool HasGameObject = false;
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bool HasGameObject = (flags & UPDATEFLAG_GAMEOBJECT) != 0;;
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bool ThisIsYou = (flags & UPDATEFLAG_SELF) != 0;
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bool SmoothPhasing = false;
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bool SceneObjCreate = false;
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@@ -667,14 +667,20 @@ void Object::BuildMovementUpdate(ByteBuffer* data, uint32 flags) const
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}
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}
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//if (HasGameObject)
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//{
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// *data << uint32(WorldEffectID);
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// data->WriteBit(bit8);
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// data->FlushBits();
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// if (bit8)
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// *data << uint32(Int1);
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//}
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if (HasGameObject)
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{
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bool bit8 = false;
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uint32 Int1 = 0;
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GameObject const* gameObject = ToGameObject();
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*data << uint32(gameObject->GetWorldEffectID());
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data->WriteBit(bit8);
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data->FlushBits();
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if (bit8)
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*data << uint32(Int1);
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}
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//if (SmoothPhasing)
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//{
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