Core/WorldObject: Properly initialize position data for all types when initially creating them. Fixes some issues with PvP objectives not having the correct area ID set on initialization.
Port From (https://github.com/TrinityCore/TrinityCore/commit/e6be53d1417e733f0916ff305960cfac3e2ca551)
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@@ -774,6 +774,7 @@ namespace Game.Entities
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Log.outError(LogFilter.Unit, "Creature.Create: given coordinates for creature (guidlow {0}, entry {1}) are not valid (X: {2}, Y: {3}, Z: {4}, O: {5})", guidlow, entry, x, y, z, ang);
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return false;
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}
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UpdatePositionData();
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// Allow players to see those units while dead, do it here (mayby altered by addon auras)
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if (cinfo.TypeFlags.HasAnyFlag(CreatureTypeFlags.GhostVisible))
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@@ -194,6 +194,8 @@ namespace Game.Entities
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return false;
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}
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UpdatePositionData();
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SetZoneScript();
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if (m_zoneScript != null)
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{
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@@ -2841,6 +2841,7 @@ namespace Game.Entities
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}
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SetMap(map);
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UpdatePositionData();
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// now that map position is determined, check instance validity
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if (!CheckInstanceValidity(true) && !IsInstanceLoginGameMasterException())
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@@ -192,6 +192,7 @@ namespace Game.Entities
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}
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SetMap(Global.MapMgr.CreateMap(info.MapId, this));
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UpdatePositionData();
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PowerType powertype = cEntry.DisplayPower;
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