Refactoring of BNetServer
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@@ -18,7 +18,7 @@
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using Framework.Collections;
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using Framework.Constants;
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using Game.DataStorage;
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using Game.Network.Packets;
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using Game.Networking.Packets;
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using System.Collections.Generic;
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using System.Text;
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using System;
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@@ -34,15 +34,11 @@ namespace Game.Entities
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public void InitTaxiNodesForLevel(Race race, Class chrClass, uint level)
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{
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// class specific initial known nodes
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var factionMask = Player.TeamForRace(race) == Team.Horde ? CliDB.HordeTaxiNodesMask : CliDB.AllianceTaxiNodesMask;
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switch (chrClass)
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if (chrClass == Class.Deathknight)
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{
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case Class.Deathknight:
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{
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for (int i = 0; i < PlayerConst.TaxiMaskSize; ++i)
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m_taximask[i] |= (byte)(CliDB.OldContinentsNodesMask[i] & factionMask[i]);
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break;
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}
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var factionMask = Player.TeamForRace(race) == Team.Horde ? CliDB.HordeTaxiNodesMask : CliDB.AllianceTaxiNodesMask;
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for (int i = 0; i < PlayerConst.TaxiMaskSize; ++i)
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m_taximask[i] |= (byte)(CliDB.OldContinentsNodesMask[i] & factionMask[i]);
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}
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// race specific initial known nodes: capital and taxi hub masks
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