Core/Packets: updated update_object structure
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@@ -35,7 +35,7 @@ GameObject::GameObject() : WorldObject(), m_goValue(new GameObjectValue), m_AI(N
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m_objectType |= TYPEMASK_GAMEOBJECT;
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m_objectTypeId = TYPEID_GAMEOBJECT;
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m_updateFlag = (UPDATEFLAG_HIGHGUID | UPDATEFLAG_HAS_POSITION | UPDATEFLAG_POSITION | UPDATEFLAG_ROTATION);
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m_updateFlag = (UPDATEFLAG_HAS_POSITION | UPDATEFLAG_POSITION | UPDATEFLAG_ROTATION);
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m_valuesCount = GAMEOBJECT_END;
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m_respawnTime = 0;
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@@ -296,7 +296,7 @@ void GameObject::Update(uint32 diff)
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SetGoState(GO_STATE_ACTIVE);
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SetUInt32Value(GAMEOBJECT_FLAGS, GO_FLAG_NODESPAWN);
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UpdateData udata;
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UpdateData udata(caster->GetMapId());
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WorldPacket packet;
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BuildValuesUpdateBlockForPlayer(&udata, caster->ToPlayer());
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udata.BuildPacket(&packet);
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