Some refactoring of code. and some cleanups
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@@ -813,7 +813,7 @@ namespace Game.Entities
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{
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ItemTemplate rewardProto = Global.ObjectMgr.GetItemTemplate(questPackageItem.ItemID);
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if (rewardProto != null)
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if (rewardProto.ItemSpecClassMask.HasAnyFlag(getClassMask()))
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if (rewardProto.ItemSpecClassMask.HasAnyFlag(GetClassMask()))
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GetSession().GetCollectionMgr().AddItemAppearance(questPackageItem.ItemID);
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}
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}
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@@ -2085,7 +2085,7 @@ namespace Game.Entities
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void _SaveStats(SQLTransaction trans)
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{
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// check if stat saving is enabled and if char level is high enough
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if (WorldConfig.GetIntValue(WorldCfg.MinLevelStatSave) == 0 || getLevel() < WorldConfig.GetIntValue(WorldCfg.MinLevelStatSave))
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if (WorldConfig.GetIntValue(WorldCfg.MinLevelStatSave) == 0 || GetLevel() < WorldConfig.GetIntValue(WorldCfg.MinLevelStatSave))
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return;
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PreparedStatement stmt = DB.Characters.GetPreparedStatement(CharStatements.DEL_CHAR_STATS);
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@@ -2886,7 +2886,7 @@ namespace Game.Entities
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InitTalentForLevel();
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LearnDefaultSkills();
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LearnCustomSpells();
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if (getLevel() < PlayerConst.LevelMinHonor)
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if (GetLevel() < PlayerConst.LevelMinHonor)
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ResetPvpTalents();
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// must be before inventory (some items required reputation check)
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@@ -3107,7 +3107,7 @@ namespace Game.Entities
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stmt.AddValue(index++, (byte)GetRace());
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stmt.AddValue(index++, (byte)GetClass());
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stmt.AddValue(index++, (byte)m_playerData.NativeSex); // save gender from PLAYER_BYTES_3, UNIT_BYTES_0 changes with every transform effect
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stmt.AddValue(index++, getLevel());
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stmt.AddValue(index++, GetLevel());
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stmt.AddValue(index++, (uint)m_activePlayerData.XP);
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stmt.AddValue(index++, GetMoney());
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stmt.AddValue(index++, (byte)m_playerData.SkinID);
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@@ -3238,7 +3238,7 @@ namespace Game.Entities
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stmt.AddValue(index++, (byte)GetRace());
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stmt.AddValue(index++, (byte)GetClass());
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stmt.AddValue(index++, (byte)m_playerData.NativeSex); // save gender from PLAYER_BYTES_3, UNIT_BYTES_0 changes with every transform effect
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stmt.AddValue(index++, getLevel());
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stmt.AddValue(index++, GetLevel());
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stmt.AddValue(index++, (uint)m_activePlayerData.XP);
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stmt.AddValue(index++, GetMoney());
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stmt.AddValue(index++, (byte)m_playerData.SkinID);
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