Core/GameObjects: Added workaround for elevators having different position for every player
Closes #11504
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@@ -469,7 +469,12 @@ void Object::BuildMovementUpdate(ByteBuffer* data, uint16 flags) const
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if (flags & UPDATEFLAG_TRANSPORT)
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{
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GameObject const* go = ToGameObject();
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if (go && go->IsTransport())
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/** @TODO Use IsTransport() to also handle type 11 (TRANSPORT)
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Currently grid objects are not updated if there are no nearby players,
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this causes clients to receive different PathProgress
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resulting in players seeing the object in a different position
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*/
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if (go && go->ToTransport())
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*data << uint32(go->GetGOValue()->Transport.PathProgress);
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else
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*data << uint32(getMSTime());
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