Core/Objects: replaced ObjectUpdateFlags with CreateObjectBits to get closer to how master branch handles their bits
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@@ -477,7 +477,8 @@ GameObject::GameObject() : WorldObject(false), MapObject(),
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m_objectType |= TYPEMASK_GAMEOBJECT;
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m_objectTypeId = TYPEID_GAMEOBJECT;
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m_updateFlag = (UPDATEFLAG_STATIONARY_POSITION | UPDATEFLAG_ROTATION);
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m_updateFlag.Stationary = true;
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m_updateFlag.Rotation = true;
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m_valuesCount = GAMEOBJECT_END;
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m_respawnTime = 0;
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@@ -661,7 +662,7 @@ bool GameObject::Create(ObjectGuid::LowType guidlow, uint32 name_id, Map* map, P
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if (goinfo->type == GAMEOBJECT_TYPE_TRANSPORT)
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{
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m_updateFlag |= UPDATEFLAG_TRANSPORT;
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m_updateFlag.ServerTime = true;
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guidHigh = HighGuid::Mo_Transport;
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}
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