Core/Entities: remove PhaseMask
* database fields and values will remain until they have been converted to their according phase IDs
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@@ -975,7 +975,7 @@ public:
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Creature* v = new Creature();
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Map* map = handler->GetSession()->GetPlayer()->GetMap();
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if (!v->Create(map->GenerateLowGuid<HighGuid::Vehicle>(), map, handler->GetSession()->GetPlayer()->GetPhaseMask(), entry, { x, y, z, o }, nullptr, id))
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if (!v->Create(map->GenerateLowGuid<HighGuid::Vehicle>(), map, entry, { x, y, z, o }, nullptr, id))
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{
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delete v;
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return false;
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