Core/Objects: cache current liquid status of objects when updating position data and use it to replace unnecessary vmap lookups
Port From (https://github.com/TrinityCore/TrinityCore/commit/d18d2b84f2c3e6e1005316625da80c99dd414bcc)
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@@ -131,6 +131,7 @@ namespace Game.Entities
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m_outdoors = data.outdoors;
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m_staticFloorZ = data.FloorZ;
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m_liquidStatus = data.LiquidStatus;
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}
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public virtual void BuildCreateUpdateBlockForPlayer(UpdateData data, Player target)
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@@ -979,6 +980,8 @@ namespace Game.Entities
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public bool IsOutdoors() { return m_outdoors; }
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public ZLiquidStatus GetLiquidStatus() { return m_liquidStatus; }
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public bool IsInWorldPvpZone()
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{
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switch (GetZoneId())
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@@ -3528,6 +3531,7 @@ namespace Game.Entities
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uint m_areaId;
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float m_staticFloorZ;
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bool m_outdoors;
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ZLiquidStatus m_liquidStatus;
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// Event handler
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public EventSystem m_Events = new();
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