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feat(Core/Maps): Remove worldobject container switch functionality (#22586)
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@@ -11212,10 +11212,8 @@ Unit* Unit::GetNextRandomRaidMemberOrPet(float radius)
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void Unit::AddPlayerToVision(Player* player)
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{
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if (m_sharedVision.empty())
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{
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setActive(true);
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SetWorldObject(true);
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}
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m_sharedVision.push_back(player);
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player->m_isInSharedVisionOf.insert(this);
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}
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@@ -11225,11 +11223,10 @@ void Unit::RemovePlayerFromVision(Player* player)
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{
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m_sharedVision.remove(player);
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player->m_isInSharedVisionOf.erase(this);
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/// @todo: This isn't right, if a previously active object was set to active with e.g. Mind Vision this will make them no longer active
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if (m_sharedVision.empty())
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{
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setActive(false);
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SetWorldObject(false);
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}
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}
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void Unit::RemoveBindSightAuras()
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