More refactoring of code.
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@@ -155,7 +155,7 @@ namespace Game.Entities
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Group group = player.GetGroup();
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if (entry.IsRaid() && entry.Expansion() >= (Expansion)WorldConfig.GetIntValue(WorldCfg.Expansion)) // can only enter in a raid group but raids from old expansion don't need a group
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if ((!group || !group.isRaidGroup()) && WorldConfig.GetBoolValue(WorldCfg.InstanceIgnoreRaid))
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if ((!group || !group.IsRaidGroup()) && WorldConfig.GetBoolValue(WorldCfg.InstanceIgnoreRaid))
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return EnterState.CannotEnterNotInRaid;
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if (!player.IsAlive())
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@@ -198,7 +198,7 @@ namespace Game.Entities
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}
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}
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// players are only allowed to enter 10 instances per hour
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if (entry.IsDungeon() && (player.GetGroup() == null || (player.GetGroup() != null && !player.GetGroup().isLFGGroup())))
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if (entry.IsDungeon() && (player.GetGroup() == null || (player.GetGroup() != null && !player.GetGroup().IsLFGGroup())))
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{
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uint instaceIdToCheck = 0;
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InstanceSave save = player.GetInstanceSave(mapid);
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@@ -245,8 +245,8 @@ namespace Game.Entities
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{
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GridCoord p = GridDefines.ComputeGridCoord(x, y);
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uint gx = 63 - p.x_coord;
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uint gy = 63 - p.y_coord;
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uint gx = 63 - p.X_coord;
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uint gy = 63 - p.Y_coord;
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return Map.ExistMap(mapid, gx, gy) && Map.ExistVMap(mapid, gx, gy);
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}
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