More refactoring of code.
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@@ -537,7 +537,7 @@ namespace Game.Entities
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// raid instances require the player to be in a raid group to be valid
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if (map.IsRaid() && !WorldConfig.GetBoolValue(WorldCfg.InstanceIgnoreRaid) && (map.GetEntry().Expansion() >= (Expansion)WorldConfig.GetIntValue(WorldCfg.Expansion)))
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if (!GetGroup() || !GetGroup().isRaidGroup())
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if (!GetGroup() || !GetGroup().IsRaidGroup())
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return false;
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Group group = GetGroup();
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@@ -715,7 +715,7 @@ namespace Game.Entities
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public override void UpdateUnderwaterState(Map m, float x, float y, float z)
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{
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LiquidData liquid_status;
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ZLiquidStatus res = m.getLiquidStatus(GetPhaseShift(), x, y, z, MapConst.MapAllLiquidTypes, out liquid_status);
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ZLiquidStatus res = m.GetLiquidStatus(GetPhaseShift(), x, y, z, MapConst.MapAllLiquidTypes, out liquid_status);
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if (res == 0)
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{
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m_MirrorTimerFlags &= ~(PlayerUnderwaterState.InWater | PlayerUnderwaterState.InLava | PlayerUnderwaterState.InSlime | PlayerUnderwaterState.InDarkWater);
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