Core/Creatures: Update visible Flags2 when changing gm mode state
Port From (https://github.com/TrinityCore/TrinityCore/commit/02ebab7ea6a50a0ae14b4eaf812106a7c45bbc80)
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@@ -3476,11 +3476,12 @@ namespace Game.Entities
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{
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{
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Creature creature = GetMap().GetCreature(guid);
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Creature creature = GetMap().GetCreature(guid);
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// Update fields of triggers, transformed units or unselectable units (values dependent on GM state)
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// Update fields of triggers, transformed units or unselectable units (values dependent on GM state)
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if (creature == null || (!creature.IsTrigger() && !creature.HasAuraType(AuraType.Transform) && !creature.IsUninteractible()))
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if (creature == null || (!creature.IsTrigger() && !creature.HasAuraType(AuraType.Transform) && !creature.IsUninteractible() && !creature.HasUnitFlag2(UnitFlags2.UntargetableByClient)))
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continue;
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continue;
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creature.m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.DisplayID);
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creature.m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.DisplayID);
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creature.m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.Flags);
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creature.m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.Flags);
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creature.m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.Flags2);
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creature.ForceUpdateFieldChange();
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creature.ForceUpdateFieldChange();
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creature.BuildValuesUpdateBlockForPlayer(udata, this);
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creature.BuildValuesUpdateBlockForPlayer(udata, this);
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}
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}
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