Some Cleanups
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@@ -492,7 +492,7 @@ namespace Game
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var factionEntry = CliDB.FactionStorage.LookupByKey(factionTemplateEntry.Faction);
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if (factionEntry.Id != 0)
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// Never show factions of the opposing team
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if (!Convert.ToBoolean(factionEntry.ReputationRaceMask[1] & SharedConst.GetMaskForRace(_player.GetRace())) && factionEntry.ReputationBase[1] == Reputation_Bottom)
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if (!Convert.ToBoolean(factionEntry.ReputationRaceMask[1] & SharedConst.GetMaskForRace(_player.GetRace())) && factionEntry.ReputationBase[1] == SharedConst.ReputationBottom)
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SetVisible(factionEntry);
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}
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@@ -783,7 +783,7 @@ namespace Game
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bool _sendFactionIncreased; //! Play visual effect on next SMSG_SET_FACTION_STANDING sent
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#endregion
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public static int[] ReputationRankThresholds =
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static int[] ReputationRankThresholds =
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{
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-42000,
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// Hated
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@@ -803,14 +803,12 @@ namespace Game
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// Exalted
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};
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public static CypherStrings[] ReputationRankStrIndex =
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static CypherStrings[] ReputationRankStrIndex =
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{
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CypherStrings.RepHated, CypherStrings.RepHostile, CypherStrings.RepUnfriendly, CypherStrings.RepNeutral,
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CypherStrings.RepFriendly, CypherStrings.RepHonored, CypherStrings.RepRevered, CypherStrings.RepExalted
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};
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const int Reputation_Cap = 42000;
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const int Reputation_Bottom = -42000;
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SortedDictionary<uint, FactionState> _factions = new();
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Dictionary<uint, ReputationRank> _forcedReactions = new();
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}
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