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Clean up redundant forced chunk updates for NPCs
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@@ -459,8 +459,6 @@ void ChunkManager::createInstance(uint64_t instanceID) {
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}
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NPCManager::updateNPCPosition(newID, baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ,
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instanceID, baseNPC->appearanceData.iAngle);
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// force chunk update
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updateNPCChunk(newID, std::make_tuple(0, 0, 0), chunkPosAt(baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, instanceID));
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}
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}
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} else {
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