Corrections to previous merged in PR
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@@ -1930,7 +1930,7 @@ void GameObject::SetLootState(LootState state, Unit* unit)
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// Use the current go state
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// Use the current go state
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if ((GetGoState() != GO_STATE_READY && (state == GO_ACTIVATED || state == GO_JUST_DEACTIVATED)) || state == GO_READY)
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if ((GetGoState() != GO_STATE_READY && (state == GO_ACTIVATED || state == GO_JUST_DEACTIVATED)) || state == GO_READY)
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collision = !collision;
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collision = !collision;
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EnableCollision(collision);
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EnableCollision(collision);
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}
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}
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}
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}
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@@ -1947,7 +1947,7 @@ void GameObject::SetGoState(GOState state)
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// startOpen determines whether we are going to add or remove the LoS on activation
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// startOpen determines whether we are going to add or remove the LoS on activation
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bool collision = false;
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bool collision = false;
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if (state == GO_STATE_READY)
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if (state == GO_STATE_READY)
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collision = !collision;
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collision = !collision;
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EnableCollision(collision);
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EnableCollision(collision);
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}
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}
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@@ -863,6 +863,8 @@ Player::Player(WorldSession* session): Unit(true), m_achievementMgr(this), m_rep
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SetPendingBind(0, 0);
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SetPendingBind(0, 0);
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_activeCheats = CHEAT_NONE;
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_activeCheats = CHEAT_NONE;
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_isWalkingBeforeCharm = false;
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}
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}
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Player::~Player()
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Player::~Player()
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@@ -10016,7 +10016,7 @@ void Unit::SetCharm(Unit* charm, bool apply)
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charm->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE);
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charm->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE);
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charm->SetByteValue(UNIT_FIELD_BYTES_2, 1, 0);
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charm->SetByteValue(UNIT_FIELD_BYTES_2, 1, 0);
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}
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}
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if (charm->IsWalking() != _isWalkingBeforeCharm)
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if (charm->IsWalking() != _isWalkingBeforeCharm)
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{
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{
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charm->SetWalk(_isWalkingBeforeCharm);
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charm->SetWalk(_isWalkingBeforeCharm);
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@@ -2356,7 +2356,7 @@ class Unit : public WorldObject
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Spell const* _focusSpell;
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Spell const* _focusSpell;
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bool _targetLocked; // locks the target during spell cast for proper facing
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bool _targetLocked; // locks the target during spell cast for proper facing
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bool _isWalkingBeforeCharm; // Are we walking before we were charmed?
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bool _isWalkingBeforeCharm; // Are we walking before we were charmed?
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};
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};
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namespace Trinity
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namespace Trinity
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