Core/Phasing: Reduce differences between branches in GridNotifiers
Port From (https://github.com/TrinityCore/TrinityCore/commit/c3f385c48f5080e64b13b0f31864e20e04e531aa)
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@@ -481,7 +481,7 @@ namespace Game.Maps
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// Broadcast creation to players
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foreach (var player in GetPlayers())
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{
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if (player.GetTransport() != obj && player.IsInPhase(obj))
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if (player.GetTransport() != obj && player.InSamePhase(obj))
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{
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var data = new UpdateData(GetId());
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obj.BuildCreateUpdateBlockForPlayer(data, player);
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@@ -1744,7 +1744,7 @@ namespace Game.Maps
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foreach (Transport transport in _transports)
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{
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if (transport.IsInWorld && transport != player.GetTransport() && player.IsInPhase(transport))
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if (transport.IsInWorld && transport != player.GetTransport() && player.InSamePhase(transport))
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{
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transport.BuildCreateUpdateBlockForPlayer(transData, player);
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player.m_visibleTransports.Add(transport.GetGUID());
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@@ -1783,7 +1783,7 @@ namespace Game.Maps
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continue;
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var hasTransport = player.m_visibleTransports.Contains(transport.GetGUID());
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if (player.IsInPhase(transport))
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if (player.InSamePhase(transport))
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{
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if (!hasTransport)
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{
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