* also update depleted objects if necessary. might fix a few quirks in future
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@ -58,7 +58,7 @@ void WorldSession::_HandleUpdateObjectOpcode(WorldPacket& recvPacket)
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{
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recvPacket >> uguid; // the guid is NOT packed here!
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uint8 tyid;
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Object *obj = objmgr.GetObj(uguid);
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Object *obj = objmgr.GetObj(uguid, true); // here we update also depleted objects, its just safer
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if(obj)
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tyid = obj->GetTypeId();
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else // sometimes objects get deleted BEFORE a last update packet arrives, this must be handled also
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@ -239,7 +239,7 @@ void WorldSession::_MovementUpdate(uint8 objtypeid, uint64 uguid, WorldPacket& r
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float speedWalk, speedRun, speedSwimBack, speedSwim, speedWalkBack, speedTurn, speedFly, speedFlyBack;
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uint32 unk32;
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Object *obj = (Object*)objmgr.GetObj(uguid);
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Object *obj = (Object*)objmgr.GetObj(uguid, true); // also depleted objects
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Unit *u = NULL;
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if(obj)
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{
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