Ensure that all actions are compared to fixed point in time (ie. world update start)
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@@ -52,6 +52,7 @@
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#include "BattlefieldMgr.h"
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#include "Battleground.h"
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#include "Chat.h"
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#include "GameTime.h"
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Object::Object() : m_PackGUID(sizeof(uint64)+1)
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{
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@@ -544,7 +545,7 @@ void Object::BuildMovementUpdate(ByteBuffer* data, uint16 flags) const
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*data << self->GetSpeed(MOVE_WALK);
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//if (true) // Has time, controlled by bit just after HasTransport
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*data << uint32(getMSTime());
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*data << uint32(GameTime::GetGameTimeMS());
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*data << self->GetSpeed(MOVE_TURN_RATE);
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data->WriteByteSeq(guid[6]);
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@@ -659,7 +660,7 @@ void Object::BuildMovementUpdate(ByteBuffer* data, uint16 flags) const
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if (go && go->ToTransport())
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*data << uint32(go->GetGOValue()->Transport.PathProgress);
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else
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*data << uint32(getMSTime());
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*data << uint32(GameTime::GetGameTimeMS());
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}
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}
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