Core/Phases: Removed some phasemask handling, more to come
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@@ -370,7 +370,8 @@ public:
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target->GetContactPoint(_player, x, y, z);
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_player->TeleportTo(target->GetMapId(), x, y, z, _player->GetAngle(target), TELE_TO_GM_MODE);
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_player->SetPhaseMask(target->GetPhaseMask(), true);
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for (auto phase : target->GetPhases())
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_player->SetInPhase(phase, true, true);
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}
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else
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{
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@@ -494,7 +495,8 @@ public:
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float x, y, z;
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handler->GetSession()->GetPlayer()->GetClosePoint(x, y, z, target->GetObjectSize());
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target->TeleportTo(handler->GetSession()->GetPlayer()->GetMapId(), x, y, z, target->GetOrientation());
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target->SetPhaseMask(handler->GetSession()->GetPlayer()->GetPhaseMask(), true);
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for (auto phase : handler->GetSession()->GetPlayer()->GetPhases())
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target->SetInPhase(phase, true, true);
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}
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else
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{
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