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Core/Objects: More minor refactors for SMSG_UPDATE_OBJECT building - move getting and writing field flags to shared function
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@@ -4023,17 +4023,14 @@ GameObject* GameObject::GetLinkedTrap()
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return ObjectAccessor::GetGameObject(*this, m_linkedTrap);
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}
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void GameObject::BuildValuesCreate(ByteBuffer* data, Player const* target) const
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void GameObject::BuildValuesCreate(ByteBuffer* data, UF::UpdateFieldFlag flags, Player const* target) const
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{
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UF::UpdateFieldFlag flags = GetUpdateFieldFlagsFor(target);
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*data << uint8(flags);
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m_objectData->WriteCreate(*data, flags, this, target);
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m_gameObjectData->WriteCreate(*data, flags, this, target);
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}
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void GameObject::BuildValuesUpdate(ByteBuffer* data, Player const* target) const
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void GameObject::BuildValuesUpdate(ByteBuffer* data, UF::UpdateFieldFlag flags, Player const* target) const
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{
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UF::UpdateFieldFlag flags = GetUpdateFieldFlagsFor(target);
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*data << uint32(m_values.GetChangedObjectTypeMask());
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if (m_values.HasChanged(TYPEID_OBJECT))
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