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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@@ -350,7 +350,7 @@ public:
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Player* chr = handler->GetSession()->GetPlayer();
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Map* map = chr->GetMap();
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if (Transport* trans = chr->GetTransport())
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if (Transport* trans = dynamic_cast<Transport*>(chr->GetTransport()))
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{
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ObjectGuid::LowType guid = sObjectMgr->GenerateCreatureSpawnId();
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CreatureData& data = sObjectMgr->NewOrExistCreatureData(guid);
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