Core/Creature: temporary summons are now dynamic flagged (oversight in dynspawn). This fixes issues with vehicle kit resets breaking AI.
Port From (https://github.com/TrinityCore/TrinityCore/commit/22b754c9e22cfdd9dab998ca45e6724b62760f78)
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@@ -3901,7 +3901,7 @@ namespace Game.Maps
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}
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}
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TempSummon summon = null;
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TempSummon summon;
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switch (mask)
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{
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case UnitTypeMask.Summon:
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@@ -3923,7 +3923,7 @@ namespace Game.Maps
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return null;
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}
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if (!summon.Create(GenerateLowGuid(HighGuid.Creature), this, entry, pos, null, vehId))
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if (!summon.Create(GenerateLowGuid(HighGuid.Creature), this, entry, pos, null, vehId, true))
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return null;
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// Set the summon to the summoner's phase
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