Core/GameObjects: Implemented per player gameobject state and visibility for looted non-consumable chests
Port From (https://github.com/TrinityCore/TrinityCore/commit/879c0cccfcb9224f9e15cbed926c57a4e010a070)
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@@ -167,4 +167,18 @@ namespace Game.Networking.Packets
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public ObjectGuid ActivatorGUID;
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public uint SpellVisualID;
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}
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class GameObjectSetStateLocal : ServerPacket
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{
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public GameObjectSetStateLocal() : base(ServerOpcodes.GameObjectSetStateLocal, ConnectionType.Instance) { }
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public override void Write()
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{
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_worldPacket.WritePackedGuid(ObjectGUID);
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_worldPacket.WriteUInt8(State);
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}
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public ObjectGuid ObjectGUID;
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public byte State;
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}
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}
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