More refactoring of code.
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@@ -36,7 +36,7 @@ namespace Game.Chat
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static bool HandleGroupSummonCommand(StringArguments args, CommandHandler handler)
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{
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Player target;
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if (!handler.extractPlayerTarget(args, out target))
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if (!handler.ExtractPlayerTarget(args, out target))
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return false;
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// check online security
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@@ -68,7 +68,7 @@ namespace Game.Chat
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return false;
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}
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for (GroupReference refe = group.GetFirstMember(); refe != null; refe = refe.next())
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for (GroupReference refe = group.GetFirstMember(); refe != null; refe = refe.Next())
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{
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Player player = refe.GetSource();
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@@ -100,7 +100,7 @@ namespace Game.Chat
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}
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handler.SendSysMessage(CypherStrings.Summoning, plNameLink, "");
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if (handler.needReportToTarget(player))
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if (handler.NeedReportToTarget(player))
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player.SendSysMessage(CypherStrings.SummonedBy, handler.GetNameLink());
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// stop flight if need
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@@ -255,7 +255,7 @@ namespace Game.Chat
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guidTarget = parseGUID;
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}
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// If not, we return false and end right away.
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else if (!handler.extractPlayerTarget(args, out playerTarget, out guidTarget, out nameTarget))
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else if (!handler.ExtractPlayerTarget(args, out playerTarget, out guidTarget, out nameTarget))
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return false;
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// Next, we need a group. So we define a group variable.
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@@ -286,7 +286,7 @@ namespace Game.Chat
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var members = groupTarget.GetMemberSlots();
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// To avoid a cluster fuck, namely trying multiple queries to simply get a group member count...
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handler.SendSysMessage(CypherStrings.GroupType, (groupTarget.isRaidGroup() ? "raid" : "party"), members.Count);
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handler.SendSysMessage(CypherStrings.GroupType, (groupTarget.IsRaidGroup() ? "raid" : "party"), members.Count);
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// ... we simply move the group type and member count print after retrieving the slots and simply output it's size.
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// While rather dirty codestyle-wise, it saves space (if only a little). For each member, we look several informations up.
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