*Fix build.
--HG-- branch : trunk
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@@ -3466,10 +3466,8 @@ void Spell::EffectAddFarsight(uint32 i)
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dynObj->SetUInt32Value(DYNAMICOBJECT_BYTES, 0x80000002);
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m_caster->AddDynObject(dynObj);
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CellPair pair = Trinity::ComputeCellPair(dynObj->GetPositionX(), dynObj->GetPositionY());
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Cell cell(pair);
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Map* map = dynObj->GetMap();
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map->EnsureGridLoadedForPlayer(cell, NULL, false); // In case the spell is casted into a different grid by player
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map->LoadGrid(dynObj->GetPositionX(), dynObj->GetPositionY()); // In case the spell is casted into a different grid by player
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map->Add(dynObj);
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map->SwitchGridContainers(dynObj, true); // Needed for forwarding player packets
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dynObj->setActive(true); // Keep the grid updated even if there are no players in it
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