More refactoring of code.
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@@ -61,27 +61,27 @@ namespace Game.BattleFields
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m_saveTimer = 60000;
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// Load from db
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if ((Global.WorldMgr.getWorldState(WGWorldStates.Active) == 0) && (Global.WorldMgr.getWorldState(WGWorldStates.Defender) == 0) && (Global.WorldMgr.getWorldState(WGConst.ClockWorldState[0]) == 0))
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if ((Global.WorldMgr.GetWorldState(WGWorldStates.Active) == 0) && (Global.WorldMgr.GetWorldState(WGWorldStates.Defender) == 0) && (Global.WorldMgr.GetWorldState(WGConst.ClockWorldState[0]) == 0))
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{
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Global.WorldMgr.setWorldState(WGWorldStates.Active, 0);
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Global.WorldMgr.setWorldState(WGWorldStates.Defender, RandomHelper.URand(0, 1));
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Global.WorldMgr.setWorldState(WGConst.ClockWorldState[0], m_NoWarBattleTime);
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Global.WorldMgr.SetWorldState(WGWorldStates.Active, 0);
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Global.WorldMgr.SetWorldState(WGWorldStates.Defender, RandomHelper.URand(0, 1));
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Global.WorldMgr.SetWorldState(WGConst.ClockWorldState[0], m_NoWarBattleTime);
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}
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m_isActive = Global.WorldMgr.getWorldState(WGWorldStates.Active) != 0;
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m_DefenderTeam = Global.WorldMgr.getWorldState(WGWorldStates.Defender);
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m_isActive = Global.WorldMgr.GetWorldState(WGWorldStates.Active) != 0;
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m_DefenderTeam = Global.WorldMgr.GetWorldState(WGWorldStates.Defender);
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m_Timer = Global.WorldMgr.getWorldState(WGConst.ClockWorldState[0]);
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m_Timer = Global.WorldMgr.GetWorldState(WGConst.ClockWorldState[0]);
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if (m_isActive)
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{
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m_isActive = false;
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m_Timer = m_RestartAfterCrash;
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}
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SetData(WGData.WonA, Global.WorldMgr.getWorldState(WGWorldStates.AttackedA));
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SetData(WGData.DefA, Global.WorldMgr.getWorldState(WGWorldStates.DefendedA));
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SetData(WGData.WonH, Global.WorldMgr.getWorldState(WGWorldStates.AttackedH));
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SetData(WGData.DefH, Global.WorldMgr.getWorldState(WGWorldStates.DefendedH));
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SetData(WGData.WonA, Global.WorldMgr.GetWorldState(WGWorldStates.AttackedA));
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SetData(WGData.DefA, Global.WorldMgr.GetWorldState(WGWorldStates.DefendedA));
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SetData(WGData.WonH, Global.WorldMgr.GetWorldState(WGWorldStates.AttackedH));
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SetData(WGData.DefH, Global.WorldMgr.GetWorldState(WGWorldStates.DefendedH));
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foreach (var gy in WGConst.WGGraveYard)
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{
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@@ -163,13 +163,13 @@ namespace Game.BattleFields
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bool m_return = base.Update(diff);
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if (m_saveTimer <= diff)
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{
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Global.WorldMgr.setWorldState(WGWorldStates.Active, m_isActive);
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Global.WorldMgr.setWorldState(WGWorldStates.Defender, m_DefenderTeam);
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Global.WorldMgr.setWorldState(WGConst.ClockWorldState[0], m_Timer);
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Global.WorldMgr.setWorldState(WGWorldStates.AttackedA, GetData(WGData.WonA));
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Global.WorldMgr.setWorldState(WGWorldStates.DefendedA, GetData(WGData.DefA));
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Global.WorldMgr.setWorldState(WGWorldStates.AttackedH, GetData(WGData.WonH));
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Global.WorldMgr.setWorldState(WGWorldStates.DefendedH, GetData(WGData.DefH));
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Global.WorldMgr.SetWorldState(WGWorldStates.Active, m_isActive);
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Global.WorldMgr.SetWorldState(WGWorldStates.Defender, m_DefenderTeam);
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Global.WorldMgr.SetWorldState(WGConst.ClockWorldState[0], m_Timer);
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Global.WorldMgr.SetWorldState(WGWorldStates.AttackedA, GetData(WGData.WonA));
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Global.WorldMgr.SetWorldState(WGWorldStates.DefendedA, GetData(WGData.DefA));
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Global.WorldMgr.SetWorldState(WGWorldStates.AttackedH, GetData(WGData.WonH));
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Global.WorldMgr.SetWorldState(WGWorldStates.DefendedH, GetData(WGData.DefH));
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m_saveTimer = 60 * Time.InMilliseconds;
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}
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else
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@@ -1194,7 +1194,7 @@ namespace Game.BattleFields
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break;
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}
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_state = (WGGameObjectState)Global.WorldMgr.getWorldState(_worldState);
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_state = (WGGameObjectState)Global.WorldMgr.GetWorldState(_worldState);
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switch (_state)
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{
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case WGGameObjectState.NeutralIntact:
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@@ -1449,7 +1449,7 @@ namespace Game.BattleFields
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public void Save()
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{
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Global.WorldMgr.setWorldState(_worldState, (ulong)_state);
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Global.WorldMgr.SetWorldState(_worldState, (ulong)_state);
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}
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public ObjectGuid GetGUID() { return _buildGUID; }
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@@ -1568,7 +1568,7 @@ namespace Game.BattleFields
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public void Save()
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{
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Global.WorldMgr.setWorldState(_staticInfo.WorldStateId, (uint)_state);
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Global.WorldMgr.SetWorldState(_staticInfo.WorldStateId, (uint)_state);
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}
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public uint GetTeamControl() { return _teamControl; }
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