Core/Refactor: Part 1
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@@ -703,28 +703,22 @@ namespace Game.BattleGrounds.Zones
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public override WorldSafeLocsRecord GetClosestGraveYard(Player player)
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{
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uint safeloc = 0;
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WorldSafeLocsRecord ret;
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WorldSafeLocsRecord closest;
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float dist, nearest;
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float x, y, z;
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player.GetPosition(out x, out y, out z);
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if (player.GetTeamId() == Attackers)
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safeloc = SAMiscConst.GYEntries[SAGraveyards.BeachGy];
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else
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safeloc = SAMiscConst.GYEntries[SAGraveyards.DefenderLastGy];
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closest = CliDB.WorldSafeLocsStorage.LookupByKey(safeloc);
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nearest = player.GetExactDistSq(closest.Loc.X, closest.Loc.Y, closest.Loc.Z);
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WorldSafeLocsRecord closest = CliDB.WorldSafeLocsStorage.LookupByKey(safeloc);
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float nearest = player.GetExactDistSq(closest.Loc.X, closest.Loc.Y, closest.Loc.Z);
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for (byte i = SAGraveyards.RightCapturableGy; i < SAGraveyards.Max; i++)
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{
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if (GraveyardStatus[i] != player.GetTeamId())
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continue;
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ret = CliDB.WorldSafeLocsStorage.LookupByKey(SAMiscConst.GYEntries[i]);
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dist = player.GetExactDistSq(ret.Loc.X, ret.Loc.Y, ret.Loc.Z);
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WorldSafeLocsRecord ret = CliDB.WorldSafeLocsStorage.LookupByKey(SAMiscConst.GYEntries[i]);
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float dist = player.GetExactDistSq(ret.Loc.X, ret.Loc.Y, ret.Loc.Z);
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if (dist < nearest)
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{
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closest = ret;
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