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fix(Core/Visibility): Fix initial visibility on player reused sessions (#22673)
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@@ -1180,6 +1180,10 @@ void WorldSession::HandlePlayerLoginToCharInWorld(Player* pCurrChar)
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pCurrChar->GetMap()->SendInitTransports(pCurrChar);
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pCurrChar->GetMap()->SendInitTransports(pCurrChar);
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pCurrChar->GetMap()->SendInitSelf(pCurrChar);
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pCurrChar->GetMap()->SendInitSelf(pCurrChar);
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pCurrChar->GetMap()->SendZoneDynamicInfo(pCurrChar);
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pCurrChar->GetMap()->SendZoneDynamicInfo(pCurrChar);
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// If we are logging into an existing player, simply clear visibility references
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// so player will receive a fresh list of new objects on the next vis update.
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pCurrChar->GetObjectVisibilityContainer().CleanVisibilityReferences();
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pCurrChar->UpdateObjectVisibility(false);
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pCurrChar->UpdateObjectVisibility(false);
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pCurrChar->CleanupChannels();
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pCurrChar->CleanupChannels();
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