Some refactoring of code. and some cleanups
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@@ -41,7 +41,7 @@ namespace Game.Entities
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//Movement
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protected float[] m_speed_rate = new float[(int)UnitMoveType.Max];
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RefManager<Unit, TargetedMovementGeneratorBase> m_FollowingRefManager;
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public MoveSpline moveSpline { get; set; }
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public MoveSpline MoveSpline { get; set; }
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MotionMaster i_motionMaster;
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public uint m_movementCounter; //< Incrementing counter used in movement packets
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TimeTrackerSmall movesplineTimer;
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@@ -59,18 +59,18 @@ namespace Game.Entities
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protected uint[] m_attackTimer = new uint[(int)WeaponAttackType.Max];
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ThreatManager threatManager;
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HostileRefManager m_HostileRefManager;
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HostileRefManager hostileRefManager;
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RedirectThreatInfo _redirectThreatInfo;
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protected Unit m_attacking;
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protected Unit attacking;
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public float m_modMeleeHitChance { get; set; }
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public float m_modRangedHitChance { get; set; }
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public float m_modSpellHitChance { get; set; }
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public float ModMeleeHitChance { get; set; }
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public float ModRangedHitChance { get; set; }
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public float ModSpellHitChance { get; set; }
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bool m_canDualWield;
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public int m_baseSpellCritChance { get; set; }
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public uint m_regenTimer { get; set; }
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uint m_CombatTimer;
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public uint m_extraAttacks { get; set; }
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public int BaseSpellCritChance { get; set; }
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public uint RegenTimer { get; set; }
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uint combatTimer;
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public uint ExtraAttacks { get; set; }
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//Charm
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public List<Unit> m_Controlled = new List<Unit>();
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@@ -119,14 +119,14 @@ namespace Game.Entities
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public ObjectGuid[] m_SummonSlot = new ObjectGuid[7];
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public ObjectGuid[] m_ObjectSlot = new ObjectGuid[4];
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public EventSystem m_Events = new EventSystem();
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public UnitTypeMask m_unitTypeMask { get; set; }
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public UnitTypeMask UnitTypeMask { get; set; }
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UnitState m_state;
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protected LiquidTypeRecord _lastLiquid;
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protected DeathState m_deathState;
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public Vehicle m_vehicle { get; set; }
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public Vehicle m_vehicleKit { get; set; }
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public Vehicle VehicleKit { get; set; }
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bool canModifyStats;
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public uint m_lastSanctuaryTime { get; set; }
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public uint LastSanctuaryTime { get; set; }
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uint m_transform;
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bool m_cleanupDone; // lock made to not add stuff after cleanup before delete
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bool m_duringRemoveFromWorld; // lock made to not add stuff after begining removing from world
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@@ -449,7 +449,7 @@ namespace Game.Entities
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public class SpellNonMeleeDamage
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{
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public SpellNonMeleeDamage(Unit _attacker, Unit _target, uint _SpellID, uint _SpellXSpellVisualID, SpellSchoolMask _schoolMask, ObjectGuid _castId = default(ObjectGuid))
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public SpellNonMeleeDamage(Unit _attacker, Unit _target, uint _SpellID, uint _SpellXSpellVisualID, SpellSchoolMask _schoolMask, ObjectGuid _castId = default)
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{
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target = _target;
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attacker = _attacker;
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