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Core/Player: moved zone/area updating and tavern resting checks into Heartbeat and movement updates
(cherry picked from commit cb4c9009b3)
# Conflicts:
# src/server/game/Entities/Player/Player.cpp
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@@ -492,7 +492,7 @@ void WorldSession::HandleMovementOpcode(OpcodeClient opcode, MovementInfo& movem
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Unit::ProcSkillsAndAuras(plrMover, nullptr, PROC_FLAG_JUMP, PROC_FLAG_NONE, PROC_SPELL_TYPE_MASK_ALL, PROC_SPELL_PHASE_NONE, PROC_HIT_NONE, nullptr, nullptr, nullptr);
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}
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// Whenever a player stops a movement action, an indoor/outdoor check is being performed
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// Whenever a player stops a movement action, several position based checks and updates are being performed
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switch (opcode)
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{
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case CMSG_MOVE_SET_FLY:
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@@ -503,7 +503,9 @@ void WorldSession::HandleMovementOpcode(OpcodeClient opcode, MovementInfo& movem
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case CMSG_MOVE_STOP_SWIM:
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case CMSG_MOVE_STOP_PITCH:
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case CMSG_MOVE_STOP_ASCEND:
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plrMover->CheckOutdoorsAuraRequirements();
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plrMover->UpdateZoneAndAreaId();
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plrMover->UpdateIndoorsOutdoorsAuras();
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plrMover->UpdateTavernRestingState();
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break;
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default:
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break;
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