Core/GameEvents: removed a debugging leftover that was causing GameEvents to not launch at all
* fixed a crash when trying to cast event sources and targets into non-allowed types
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@@ -2959,14 +2959,14 @@ std::vector<uint32> const* GameObject::GetPauseTimes() const
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void GameObject::SetPathProgressForClient(float progress)
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{
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bool hasPendingUpdate = _changesMask.GetBit(GAMEOBJECT_DYNAMIC);
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bool marked = _changesMask.GetBit(GAMEOBJECT_DYNAMIC);
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uint32 dynamicFlags = GetUInt32Value(GAMEOBJECT_DYNAMIC);
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dynamicFlags &= 0xFFFF; // remove high bits
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dynamicFlags |= uint32(progress * 65535.0f) << 16;
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UpdateUInt32Value(GAMEOBJECT_DYNAMIC, dynamicFlags);
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if (!hasPendingUpdate)
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if (!marked)
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_changesMask.UnsetBit(GAMEOBJECT_DYNAMIC);
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}
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