Ensure that all actions are compared to fixed point in time (ie. world update start)
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@@ -31,6 +31,7 @@
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#include "ObjectMgr.h"
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#include "MovementStructures.h"
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#include "Vehicle.h"
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#include "GameTime.h"
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#define MOVEMENT_PACKET_TIME_DELAY 0
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@@ -382,7 +383,7 @@ void WorldSession::HandleMovementOpcodes(WorldPacket& recvPacket)
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plrMover->SetInWater(!plrMover->IsInWater() || plrMover->GetBaseMap()->IsUnderWater(movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY(), movementInfo.pos.GetPositionZ()));
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}
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uint32 mstime = getMSTime();
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uint32 mstime = GameTime::GetGameTimeMS();
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/*----------------------*/
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if (m_clientTimeDelay == 0)
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m_clientTimeDelay = mstime - movementInfo.time;
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