Revert "fix(Core/Vehicles): defer accessory init to avoid double install" (#25491)
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3 changed files with 8 additions and 14 deletions
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@ -713,13 +713,6 @@ void Creature::Update(uint32 diff)
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m_vehicleKit->Reset();
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}
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if (_triggerVehicleKitInit)
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{
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_triggerVehicleKitInit = false;
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if (m_vehicleKit)
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m_vehicleKit->Reset();
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}
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switch (m_deathState)
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{
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case DeathState::JustRespawned:
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@ -1120,10 +1113,9 @@ bool Creature::AIM_Initialize(CreatureAI* ai)
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IsAIEnabled = true;
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i_AI->InitializeAI();
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// Defer vehicle kit init to the next Creature::Update tick so accessories
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// install after visibility sync.
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if (GetVehicleKit())
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_triggerVehicleKitInit = true;
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// Xinef: Initialize vehicle if it is not summoned!
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if (GetVehicleKit() && m_spawnId)
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GetVehicleKit()->Reset();
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return true;
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}
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@ -536,9 +536,6 @@ private:
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// Formation variable
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CreatureGroup* m_formation;
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bool TriggerJustRespawned;
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// Deferred vehicle init: set in AIM_Initialize, consumed on the next
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// Creature::Update tick so accessories install after visibility sync.
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bool _triggerVehicleKitInit = false;
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// Shared timer between mobs who assist another.
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// Damaging one extends leash range on all of them.
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@ -346,6 +346,11 @@ bool Map::AddToMap(T* obj, bool checkTransport)
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//also, trigger needs to cast spell, if not update, cannot see visual
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obj->UpdateObjectVisibility(true);
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// Xinef: little hack for vehicles, accessories have to be added after visibility update so they wont fall off the vehicle, moved from Creature::AIM_Initialize
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// Initialize vehicle, this is done only for summoned npcs, DB creatures are handled by grid loaders
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if (obj->IsCreature())
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if (Vehicle* vehicle = obj->ToCreature()->GetVehicleKit())
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vehicle->Reset();
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return true;
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}
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