Core/Phasing: Fixed terrain swaps appearing on incorrect maps when player is added to a map wilth not meeting its condition but later condition gets satisfied
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@@ -214,7 +214,7 @@ void PhasingHandler::OnMapChange(WorldObject* object)
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for (uint32 uiMapPhaseId : visibleMapInfo->UiMapPhaseIDs)
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phaseShift.AddUiMapPhaseId(uiMapPhaseId);
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}
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else
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else if (visibleMapPair.first == object->GetMapId())
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suppressedPhaseShift.AddVisibleMapId(visibleMapInfo->Id, visibleMapInfo);
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}
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}
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