Core/Objects: Call base class Update function for Unit and GameObject (currently does nothing)
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@@ -883,6 +883,8 @@ void GameObject::Update(uint32 diff)
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{
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m_Events.Update(diff);
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WorldObject::Update(diff);
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if (AI())
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AI()->UpdateAI(diff);
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else if (!AIM_Initialize())
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@@ -452,6 +452,8 @@ void Unit::Update(uint32 p_time)
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_UpdateSpells(p_time);
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WorldObject::Update(p_time);
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// If this is set during update SetCantProc(false) call is missing somewhere in the code
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// Having this would prevent spells from being proced, so let's crash
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ASSERT(!m_procDeep);
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