Some refactoring of code. and some cleanups
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@@ -58,7 +58,7 @@ namespace Game.Chat
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string defRespawnDelayStr = Time.secsToTimeString(target.GetRespawnDelay(), true);
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handler.SendSysMessage(CypherStrings.NpcinfoChar, target.GetSpawnId(), target.GetGUID().ToString(), faction, npcflags, Entry, displayid, nativeid);
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handler.SendSysMessage(CypherStrings.NpcinfoLevel, target.getLevel());
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handler.SendSysMessage(CypherStrings.NpcinfoLevel, target.GetLevel());
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handler.SendSysMessage(CypherStrings.NpcinfoEquipment, target.GetCurrentEquipmentId(), target.GetOriginalEquipmentId());
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handler.SendSysMessage(CypherStrings.NpcinfoHealth, target.GetCreateHealth(), target.GetMaxHealth(), target.GetHealth());
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handler.SendSysMessage(CypherStrings.NpcinfoInhabitType, cInfo.InhabitType);
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@@ -166,7 +166,7 @@ namespace Game.Chat
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creature.GetMotionMaster().Initialize();
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if (creature.IsAlive()) // dead creature will reset movement generator at respawn
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{
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creature.setDeathState(DeathState.JustDied);
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creature.SetDeathState(DeathState.JustDied);
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creature.Respawn();
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}
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}
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@@ -399,7 +399,7 @@ namespace Game.Chat
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pet.SetReactState(ReactStates.Defensive);
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// calculate proper level
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uint level = (creatureTarget.getLevel() < (player.getLevel() - 5)) ? (player.getLevel() - 5) : creatureTarget.getLevel();
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uint level = (creatureTarget.GetLevel() < (player.GetLevel() - 5)) ? (player.GetLevel() - 5) : creatureTarget.GetLevel();
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// prepare visual effect for levelup
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pet.SetLevel(level - 1);
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@@ -893,7 +893,7 @@ namespace Game.Chat
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creature.GetMotionMaster().Initialize();
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if (creature.IsAlive()) // dead creature will reset movement generator at respawn
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{
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creature.setDeathState(DeathState.JustDied);
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creature.SetDeathState(DeathState.JustDied);
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creature.Respawn();
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}
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creature.SaveToDB();
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@@ -992,7 +992,7 @@ namespace Game.Chat
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creature.GetMotionMaster().Initialize();
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if (creature.IsAlive()) // dead creature will reset movement generator at respawn
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{
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creature.setDeathState(DeathState.JustDied);
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creature.SetDeathState(DeathState.JustDied);
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creature.Respawn();
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}
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