Core/GameObjects: Transport (type 11) improvements
* Fully synchronize serverside animation progress with client * Implemented updating passenger positions on elevators * Removed visibility hack for elevators that always forced CreateObject packet to be sent to client
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@@ -12581,7 +12581,7 @@ ObjectGuid Unit::GetTransGUID() const
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if (GetVehicle())
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return GetVehicleBase()->GetGUID();
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if (GetTransport())
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return GetTransport()->GetGUID();
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return GetTransport()->GetTransportGUID();
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return ObjectGuid::Empty;
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}
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@@ -13539,7 +13539,7 @@ void Unit::_EnterVehicle(Vehicle* vehicle, int8 seatId, AuraApplication const* a
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SetControlled(true, UNIT_STATE_ROOT);
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ASSERT(!m_vehicle);
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(void)vehicle->AddPassenger(this, seatId);
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(void)vehicle->AddVehiclePassenger(this, seatId);
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}
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void Unit::ChangeSeat(int8 seatId, bool next)
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