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Core/Players: Improve setting ActivePlayerData::TransportServerTime by including TIME_SYNC and CMSG_QUEUED_MESSAGES_END values in its calculation
* This removes delay on nearby object visibility after login and teleport
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@@ -1853,6 +1853,9 @@ void Map::SendInitSelf(Player* player)
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WorldPacket packet;
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data.BuildPacket(&packet);
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player->SendDirectMessage(&packet);
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// client will respond to SMSG_UPDATE_OBJECT that contains ThisIsYou = true with CMSG_MOVE_INIT_ACTIVE_MOVER_COMPLETE
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player->GetSession()->RegisterTimeSync(WorldSession::SPECIAL_INIT_ACTIVE_MOVER_TIME_SYNC_COUNTER);
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}
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void Map::SendInitTransports(Player* player)
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