Some refactoring of code. and some cleanups
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@@ -25,8 +25,8 @@ namespace Game.Entities
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{
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public DynamicObject(bool isWorldObject) : base(isWorldObject)
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{
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objectTypeMask |= TypeMask.DynamicObject;
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objectTypeId = TypeId.DynamicObject;
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ObjectTypeMask |= TypeMask.DynamicObject;
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ObjectTypeId = TypeId.DynamicObject;
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m_updateFlag.Stationary = true;
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@@ -100,7 +100,7 @@ namespace Game.Entities
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SetUpdateFieldValue(m_values.ModifyValue(m_dynamicObjectData).ModifyValue(m_dynamicObjectData.CastTime), GameTime.GetGameTimeMS());
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if (IsWorldObject())
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setActive(true); //must before add to map to be put in world container
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SetActive(true); //must before add to map to be put in world container
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Transport transport = caster.GetTransport();
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if (transport)
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