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[Fix] Bulk Send Corpses after Idle State (#4910)
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@ -12796,6 +12796,16 @@ void Client::CheckSendBulkNpcPositions(bool force)
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updated_count++;
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updated_count++;
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}
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}
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if (force) {
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static EQApplicationPacket p(OP_ClientUpdate, sizeof(PlayerPositionUpdateServer_Struct));
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auto *s = (PlayerPositionUpdateServer_Struct *) p.pBuffer;
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for (auto &e: entity_list.GetCorpseList()) {
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Corpse *c = e.second;
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MakeSpawnUpdate(s);
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QueuePacket(&p, false);
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}
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}
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LogPositionUpdate(
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LogPositionUpdate(
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"[{}] Sent [{}] bulk updated NPC positions, skipped [{}] distance_moved [{}] update_range [{}]",
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"[{}] Sent [{}] bulk updated NPC positions, skipped [{}] distance_moved [{}] update_range [{}]",
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GetCleanName(),
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GetCleanName(),
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