Core/WorldPacket: Only activate GOs if in GM mode and not make them sparkle.
Got reports of blindness in GM mode. --HG-- branch : trunk
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@@ -682,17 +682,34 @@ void Object::_BuildValuesUpdate(uint8 updatetype, ByteBuffer * data, UpdateMask
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switch(((GameObject*)this)->GetGoType())
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switch(((GameObject*)this)->GetGoType())
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{
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{
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case GAMEOBJECT_TYPE_CHEST:
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case GAMEOBJECT_TYPE_CHEST:
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// enable quest object. Represent 9, but 1 for client before 2.3.0
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if (target->isGameMaster())
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*data << uint16(9);
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{
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*data << uint16(-1);
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*data << uint16(1);
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*data << uint16(-1);
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}
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else
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*data << uint16(9);
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*data << uint16(-1);
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break;
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break;
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case GAMEOBJECT_TYPE_GENERIC:
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case GAMEOBJECT_TYPE_GENERIC:
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*data << uint16(8);
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if (target->isGameMaster())
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*data << uint16(-1);
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{
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*data << uint16(0);
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*data << uint16(-1);
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}
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else
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*data << uint16(8);
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*data << uint16(-1);
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break;
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break;
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case GAMEOBJECT_TYPE_GOOBER:
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case GAMEOBJECT_TYPE_GOOBER:
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*data << uint16(9);
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if (target->isGameMaster())
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*data << uint16(-1);
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{
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*data << uint16(1);
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*data << uint16(-1);
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}
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else
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*data << uint16(9);
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*data << uint16(-1);
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break;
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break;
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default:
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default:
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// unknown, not happen.
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// unknown, not happen.
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