Core/Player: Fixed phasing issues now it doesn't appear like we'd have gm on all the time anymore
Port From (https://github.com/TrinityCore/TrinityCore/commit/cb78ddc63a516af5dd0e00d36e07650f4856dee0)
This commit is contained in:
@@ -4106,7 +4106,7 @@ namespace Game.Entities
|
||||
{
|
||||
// the intent is to delay sending visible objects until client is ready for them
|
||||
// some gameobjects dont function correctly if they are sent before TransportServerTime is correctly set (after CMSG_MOVE_INIT_ACTIVE_MOVER_COMPLETE)
|
||||
return !HasPlayerLocalFlag(PlayerLocalFlags.OverrideTransportServerTime);
|
||||
return !HasPlayerLocalFlag(PlayerLocalFlags.OverrideTransportServerTime) || base.CanNeverSee(obj);
|
||||
}
|
||||
|
||||
public override bool CanAlwaysSee(WorldObject obj)
|
||||
|
||||
Reference in New Issue
Block a user