Core/Transports: undo all custom transport changes as preparation for cherry picks
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@@ -54,7 +54,6 @@
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#include "SharedDefines.h"
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#include "SocialMgr.h"
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#include "SystemPackets.h"
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#include "Transport.h"
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#include "World.h"
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#include "WorldPacket.h"
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#include "boost/asio/ip/address.hpp"
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@@ -931,26 +930,6 @@ void WorldSession::HandlePlayerLogin(LoginQueryHolder const& holder)
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loginVerifyWorld.Pos = pCurrChar->GetPosition();
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SendPacket(loginVerifyWorld.Write());
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// check if player is on transport and not added earlier to transport
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// e.g. in case of loading transport on grid load
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if (pCurrChar->GetTransportSpawnID() && !pCurrChar->GetTransport())
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{
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Transport* transport = nullptr;
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auto bounds = pCurrChar->GetMap()->GetGameObjectBySpawnIdStore().equal_range(pCurrChar->GetTransportSpawnID());
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if (bounds.first != bounds.second)
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transport = bounds.first->second->ToTransport();
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if (transport)
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transport->AddPassenger(pCurrChar);
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else
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{
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pCurrChar->SetTransport(nullptr);
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pCurrChar->m_movementInfo.transport.Reset();
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pCurrChar->SetTransportSpawnID(0);
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}
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}
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pCurrChar->UpdatePositionData();
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pCurrChar->RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags::Login);
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pCurrChar->SendInitialPacketsAfterAddToMap();
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