Core/Quests: Allow more objects to update their dynamicflags in Player::UpdateForQuestWorldObjects
Port From (https://github.com/TrinityCore/TrinityCore/commit/6e5f35a14ce0b894d95434f27fab8f7d0ba6dedc)
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@@ -2915,6 +2915,12 @@ namespace Game.Entities
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GameObject obj = ObjectAccessor.GetGameObject(this, guid);
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if (obj != null)
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{
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ObjectFieldData objMask = new();
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GameObjectFieldData goMask = new();
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if (m_questObjectiveStatus.ContainsKey((QuestObjectiveType.GameObject, (int)obj.GetEntry())))
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objMask.MarkChanged(obj.m_objectData.DynamicFlags);
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switch (obj.GetGoType())
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{
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case GameObjectTypes.QuestGiver:
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@@ -2922,16 +2928,14 @@ namespace Game.Entities
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case GameObjectTypes.Goober:
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case GameObjectTypes.Generic:
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if (Global.ObjectMgr.IsGameObjectForQuests(obj.GetEntry()))
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{
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ObjectFieldData objMask = new();
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GameObjectFieldData goMask = new();
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objMask.MarkChanged(obj.m_objectData.DynamicFlags);
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obj.BuildValuesUpdateForPlayerWithMask(udata, objMask._changesMask, goMask._changesMask, this);
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}
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break;
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default:
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break;
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}
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if (objMask.GetUpdateMask().IsAnySet() || goMask.GetUpdateMask().IsAnySet())
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obj.BuildValuesUpdateForPlayerWithMask(udata, objMask.GetUpdateMask(), goMask.GetUpdateMask(), this);
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}
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}
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else if (guid.IsCreatureOrVehicle())
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