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fix(Core/Movement): (#7008)
- Get zone/area IDs from vmap data in the liquid update - Add new method Map::getFullVMapDataForPosition to get area info and liquid info in a single vmap lookup - Adjust GetZoneId/GetAreaId on WorldObject to always return these cached fields. - Clean up liquid state handling on Unit and Player - Implemented getting area id from gameobject spawns. - Removed old core related to getting movement flags dependent on environment. - Movement flags are now processed more precisely and dynamically. Original source: TrinityCore. - Closes #5086 - Updates #2208.
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@@ -666,6 +666,8 @@ bool Pet::CreateBaseAtCreature(Creature* creature)
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SetDisplayId(creature->GetDisplayId());
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UpdatePositionData();
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if (CreatureFamilyEntry const* cFamily = sCreatureFamilyStore.LookupEntry(cinfo->family))
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SetName(cFamily->Name[sWorld->GetDefaultDbcLocale()]);
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else
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@@ -684,6 +686,8 @@ bool Pet::CreateBaseAtCreatureInfo(CreatureTemplate const* cinfo, Unit* owner)
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Relocate(owner->GetPositionX(), owner->GetPositionY(), owner->GetPositionZ(), owner->GetOrientation());
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UpdatePositionData();
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return true;
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}
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