Core/GameObjects: Added workaround for elevators having different position for every player
Closes #11504
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@@ -317,7 +317,6 @@ void GameObject::Update(uint32 diff)
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m_lootState = GO_READY;
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break;
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}
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/* TODO: Fix movement in unloaded grid - currently GO will just disappear
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case GAMEOBJECT_TYPE_TRANSPORT:
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{
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if (!m_goValue.Transport.AnimationInfo)
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@@ -326,6 +325,7 @@ void GameObject::Update(uint32 diff)
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if (GetGoState() == GO_STATE_READY)
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{
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m_goValue.Transport.PathProgress += diff;
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/* TODO: Fix movement in unloaded grid - currently GO will just disappear
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uint32 timer = m_goValue.Transport.PathProgress % m_goValue.Transport.AnimationInfo->TotalTime;
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TransportAnimationEntry const* node = m_goValue.Transport.AnimationInfo->GetAnimNode(timer);
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if (node && m_goValue.Transport.CurrentSeg != node->TimeSeg)
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@@ -341,14 +341,14 @@ void GameObject::Update(uint32 diff)
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G3D::Vector3 src(GetPositionX(), GetPositionY(), GetPositionZ());
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TC_LOG_INFO("misc", "Src: %s Dest: %s", src.toString().c_str(), pos.toString().c_str());
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TC_LOG_DEBUG("misc", "Src: %s Dest: %s", src.toString().c_str(), pos.toString().c_str());
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GetMap()->GameObjectRelocation(this, pos.x, pos.y, pos.z, GetOrientation());
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}
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*/
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}
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break;
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}
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*/
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case GAMEOBJECT_TYPE_FISHINGNODE:
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{
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// fishing code (bobber ready)
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