Core/Objects: Changed how update fields changes are identified, no longer storing old value to compare with new. Instead fields are now simply marked if changed. This means that even if a field changes back to its original value, packet will be sent anyway (client expects it for some fields like shapeshift)
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@@ -1866,11 +1866,6 @@ class Unit : public WorldObject
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void SetShapeshiftForm(ShapeshiftForm form)
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{
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SetByteValue(UNIT_FIELD_BYTES_2, 3, form);
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// force update as too quick shapeshifting and back
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// causes the value to stay the same serverside
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// causes issues clientside (player gets stuck)
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ForceValuesUpdateAtIndex(UNIT_FIELD_BYTES_2);
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}
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inline bool IsInFeralForm() const
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