Core/Refactor: Part 3
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@@ -139,8 +139,8 @@ namespace Game.Network.Packets
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foreach (var klass in SuccessInfo.Value.AvailableClasses)
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{
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_worldPacket.WriteUInt8(klass.Key); /// the current class
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_worldPacket.WriteUInt8(klass.Value); /// the required Expansion
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_worldPacket.WriteUInt8(klass.Key); // the current class
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_worldPacket.WriteUInt8(klass.Value); // the required Expansion
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}
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_worldPacket.WriteBit(SuccessInfo.Value.IsExpansionTrial);
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@@ -63,7 +63,7 @@ namespace Game.Network.Packets
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public bool Success;
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public bool IsDeletedCharacters; // used for character undelete list
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public bool IsDemonHunterCreationAllowed = false; ///< used for demon hunter early access
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public bool IsDemonHunterCreationAllowed = false; //used for demon hunter early access
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public bool HasDemonHunterOnRealm = false;
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public bool Unknown7x = false;
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public bool IsAlliedRacesCreationAllowed = false;
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@@ -72,7 +72,7 @@ namespace Game.Network.Packets
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public Optional<uint> DisabledClassesMask = new Optional<uint>();
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public List<CharacterInfo> Characters = new List<CharacterInfo>(); // all characters on the list
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public List<RaceUnlock> RaceUnlockData = new List<RaceUnlock>(); ///<
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public List<RaceUnlock> RaceUnlockData = new List<RaceUnlock>(); //
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public class CharacterInfo
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{
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@@ -716,7 +716,7 @@ namespace Game.Network.Packets
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}
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public ObjectGuid NoteeGUID;
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public bool IsPublic; ///< 0 == Officer, 1 == Public
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public bool IsPublic; // 0 == Officer, 1 == Public
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public string Note;
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}
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@@ -736,7 +736,7 @@ namespace Game.Network.Packets
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}
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public ObjectGuid Member;
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public bool IsPublic; ///< 0 == Officer, 1 == Public
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public bool IsPublic; // 0 == Officer, 1 == Public
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public string Note;
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}
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@@ -98,8 +98,8 @@ namespace Game.Network.Packets
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{
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_worldPacket.WritePackedGuid(PlayerGUID);
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_worldPacket.WriteUInt8(LifetimeMaxRank);
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_worldPacket.WriteUInt16(YesterdayHK); /// @todo: confirm order
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_worldPacket.WriteUInt16(TodayHK); /// @todo: confirm order
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_worldPacket.WriteUInt16(YesterdayHK); // @todo: confirm order
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_worldPacket.WriteUInt16(TodayHK); // @todo: confirm order
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_worldPacket.WriteUInt32(LifetimeHK);
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}
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@@ -184,7 +184,7 @@ namespace Game.Network.Packets
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Item = new ItemInstance(item);
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Index = index;
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Usable = true; /// @todo
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Usable = true; // @todo
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for (EnchantmentSlot enchant = 0; enchant < EnchantmentSlot.Max; ++enchant)
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{
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@@ -305,8 +305,8 @@ namespace Game.Network.Packets
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}
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public InvUpdate Inv;
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public byte Slot1; /// Source Slot
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public byte Slot2; /// Destination Slot
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public byte Slot1; // Source Slot
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public byte Slot2; // Destination Slot
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}
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public class SwapItem : ClientPacket
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@@ -41,7 +41,7 @@ namespace Game.Network.Packets
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}
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public int[] FactionStandings = new int[FactionCount];
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public bool[] FactionHasBonus = new bool[FactionCount]; ///< @todo: implement faction bonus
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public bool[] FactionHasBonus = new bool[FactionCount]; //@todo: implement faction bonus
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public FactionFlags[] FactionFlags = new FactionFlags[FactionCount];
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}
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