Core/Creatures: Correct UNIT_DYNFLAG_TAPPED visibility logic
Port From (https://github.com/TrinityCore/TrinityCore/commit/1a1737b7cca93435419884e1de51aeba18037425)
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@@ -102,10 +102,10 @@ namespace Game.Entities
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Creature creature = obj.ToCreature();
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Creature creature = obj.ToCreature();
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if (creature != null)
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if (creature != null)
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{
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{
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if (creature.HasLootRecipient() && !creature.IsTappedBy(receiver))
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if ((unitDynFlags & (uint)UnitDynFlags.Tapped) != 0 && !creature.IsTappedBy(receiver))
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unitDynFlags |= (uint)UnitDynFlags.Tapped;
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unitDynFlags &= ~(uint)UnitDynFlags.Tapped;
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if (!receiver.IsAllowedToLoot(creature))
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if ((unitDynFlags & (uint)UnitDynFlags.Lootable) != 0 && !receiver.IsAllowedToLoot(creature))
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unitDynFlags &= ~(uint)UnitDynFlags.Lootable;
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unitDynFlags &= ~(uint)UnitDynFlags.Lootable;
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if ((unitDynFlags & (uint)UnitDynFlags.CanSkin) != 0 && creature.IsSkinnedBy(receiver))
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if ((unitDynFlags & (uint)UnitDynFlags.CanSkin) != 0 && creature.IsSkinnedBy(receiver))
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