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[8677] Move most client update data functions to object itself from ObjectAccessor.
Also use virtual function BuildUpdateData (old ObjectAccessor::_buildUpdateObject) that different for world objects and items.
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a2ff999fd3
commit
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7 changed files with 73 additions and 79 deletions
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@ -996,6 +996,14 @@ bool Item::IsBindedNotWith( Player const* player ) const
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}
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}
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void Item::BuildUpdateData(UpdateDataMapType& update_players)
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{
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if (Player* pl = GetOwner())
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BuildUpdateDataForPlayer(pl, update_players);
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ClearUpdateMask(false);
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}
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bool ItemRequiredTarget::IsFitToRequirements( Unit* pUnitTarget ) const
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{
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if(pUnitTarget->GetTypeId() != TYPEID_UNIT)
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