Ensure that all actions are compared to fixed point in time (ie. world update start)
Port From (https://github.com/TrinityCore/TrinityCore/commit/60663d1374beef3103f4787152654034fa4a8897)
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@@ -97,7 +97,7 @@ namespace Game.Entities
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SetUpdateFieldValue(m_values.ModifyValue(m_dynamicObjectData).ModifyValue(m_dynamicObjectData.SpellXSpellVisualID), spellXSpellVisualId);
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SetUpdateFieldValue(m_values.ModifyValue(m_dynamicObjectData).ModifyValue(m_dynamicObjectData.SpellID), spell.Id);
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SetUpdateFieldValue(m_values.ModifyValue(m_dynamicObjectData).ModifyValue(m_dynamicObjectData.Radius), radius);
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SetUpdateFieldValue(m_values.ModifyValue(m_dynamicObjectData).ModifyValue(m_dynamicObjectData.CastTime), Time.GetMSTime());
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SetUpdateFieldValue(m_values.ModifyValue(m_dynamicObjectData).ModifyValue(m_dynamicObjectData.CastTime), GameTime.GetGameTimeMS());
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if (IsWorldObject())
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setActive(true); //must before add to map to be put in world container
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