Some refactoring of code. and some cleanups
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@@ -1048,7 +1048,7 @@ namespace Game.Achievements
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public bool IsRealmCompleted(AchievementRecord achievement)
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{
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var time = _allCompletedAchievements.LookupByKey(achievement.Id);
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if (time == default(DateTime))
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if (time == default)
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return false;
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if (time == DateTime.MinValue)
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@@ -171,7 +171,7 @@ namespace Game.Achievements
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SetCriteriaProgress(criteria, miscValue1, referencePlayer, ProgressType.Highest);
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break;
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case CriteriaTypes.ReachLevel:
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SetCriteriaProgress(criteria, referencePlayer.getLevel(), referencePlayer);
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SetCriteriaProgress(criteria, referencePlayer.GetLevel(), referencePlayer);
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break;
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case CriteriaTypes.ReachSkillLevel:
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uint skillvalue = referencePlayer.GetBaseSkillValue((SkillType)criteria.Entry.Asset);
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@@ -220,7 +220,7 @@ namespace Game.Achievements
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{
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uint counter = 0;
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var rewQuests = referencePlayer.getRewardedQuests();
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var rewQuests = referencePlayer.GetRewardedQuests();
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foreach (var id in rewQuests)
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{
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Quest quest = Global.ObjectMgr.GetQuestTemplate(id);
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@@ -1334,7 +1334,7 @@ namespace Game.Achievements
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return false;
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break;
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case CriteriaAdditionalCondition.SourceLevel: // 39
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if (referencePlayer.getLevel() != reqValue)
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if (referencePlayer.GetLevel() != reqValue)
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return false;
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break;
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case CriteriaAdditionalCondition.TargetLevel: // 40
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@@ -1515,7 +1515,7 @@ namespace Game.Achievements
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}
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if (obj == null)
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return default(T);
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return default;
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return obj;
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}
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