Core: SOme code cleanup, more to follow.
This commit is contained in:
@@ -187,7 +187,7 @@ namespace Game.BattleGrounds
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{
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m_LastPlayerPositionBroadcast = 0;
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BattlegroundPlayerPositions playerPositions = new BattlegroundPlayerPositions();
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BattlegroundPlayerPositions playerPositions = new();
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for (var i =0; i < _playerPositions.Count; ++i)
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{
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var playerPosition = _playerPositions[i];
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@@ -349,7 +349,7 @@ namespace Game.BattleGrounds
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{
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uint countdownMaxForBGType = IsArena() ? BattlegroundConst.ArenaCountdownMax : BattlegroundConst.BattlegroundCountdownMax;
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StartTimer timer = new StartTimer();
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StartTimer timer = new();
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timer.Type = TimerType.Pvp;
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timer.TimeRemaining = countdownMaxForBGType - (GetElapsedTime() / 1000);
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timer.TotalTime = countdownMaxForBGType;
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@@ -568,8 +568,8 @@ namespace Game.BattleGrounds
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return;
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}
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BroadcastTextBuilder builder = new BroadcastTextBuilder(null, msgType, id, Gender.Male, target);
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LocalizedPacketDo localizer = new LocalizedPacketDo(builder);
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BroadcastTextBuilder builder = new(null, msgType, id, Gender.Male, target);
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LocalizedPacketDo localizer = new(builder);
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BroadcastWorker(localizer);
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}
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@@ -634,7 +634,7 @@ namespace Game.BattleGrounds
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public void UpdateWorldState(uint variable, uint value, bool hidden = false)
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{
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UpdateWorldState worldstate = new UpdateWorldState();
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UpdateWorldState worldstate = new();
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worldstate.VariableID = variable;
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worldstate.Value = (int)value;
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worldstate.Hidden = hidden;
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@@ -643,7 +643,7 @@ namespace Game.BattleGrounds
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public void UpdateWorldState(uint variable, bool value, bool hidden = false)
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{
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UpdateWorldState worldstate = new UpdateWorldState();
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UpdateWorldState worldstate = new();
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worldstate.VariableID = variable;
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worldstate.Value = value ? 1 : 0;
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worldstate.Hidden = hidden;
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@@ -699,7 +699,7 @@ namespace Game.BattleGrounds
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//we must set it this way, because end time is sent in packet!
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SetRemainingTime(BattlegroundConst.AutocloseBattleground);
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PVPMatchComplete pvpMatchComplete = new PVPMatchComplete();
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PVPMatchComplete pvpMatchComplete = new();
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pvpMatchComplete.Winner = (byte)GetWinner();
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pvpMatchComplete.Duration = (int)Math.Max(0, (GetElapsedTime() - (int)BattlegroundStartTimeIntervals.Delay2m) / Time.InMilliseconds);
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pvpMatchComplete.LogData.HasValue = true;
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@@ -905,7 +905,7 @@ namespace Game.BattleGrounds
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Global.BattlegroundMgr.ScheduleQueueUpdate(0, bgQueueTypeId, GetBracketId());
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}
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// Let others know
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BattlegroundPlayerLeft playerLeft = new BattlegroundPlayerLeft();
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BattlegroundPlayerLeft playerLeft = new();
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playerLeft.Guid = guid;
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SendPacketToTeam(team, playerLeft, player);
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}
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@@ -989,7 +989,7 @@ namespace Game.BattleGrounds
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ObjectGuid guid = player.GetGUID();
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Team team = player.GetBGTeam();
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BattlegroundPlayer bp = new BattlegroundPlayer();
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BattlegroundPlayer bp = new();
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bp.OfflineRemoveTime = 0;
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bp.Team = team;
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bp.ActiveSpec = (int)player.GetPrimarySpecialization();
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@@ -999,11 +999,11 @@ namespace Game.BattleGrounds
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UpdatePlayersCountByTeam(team, false); // +1 player
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BattlegroundPlayerJoined playerJoined = new BattlegroundPlayerJoined();
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BattlegroundPlayerJoined playerJoined = new();
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playerJoined.Guid = player.GetGUID();
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SendPacketToTeam(team, playerJoined, player);
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PVPMatchInitialize pvpMatchInitialize = new PVPMatchInitialize();
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PVPMatchInitialize pvpMatchInitialize = new();
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pvpMatchInitialize.MapID = GetMapId();
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switch (GetStatus())
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{
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@@ -1057,7 +1057,7 @@ namespace Game.BattleGrounds
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player.CastSpell(player, BattlegroundConst.SpellPreparation, true); // reduces all mana cost of spells.
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uint countdownMaxForBGType = IsArena() ? BattlegroundConst.ArenaCountdownMax : BattlegroundConst.BattlegroundCountdownMax;
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StartTimer timer = new StartTimer();
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StartTimer timer = new();
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timer.Type = TimerType.Pvp;
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timer.TimeRemaining = countdownMaxForBGType - (GetElapsedTime() / 1000);
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timer.TotalTime = countdownMaxForBGType;
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@@ -1346,7 +1346,7 @@ namespace Game.BattleGrounds
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if (!map)
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return false;
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Quaternion rotation = new Quaternion(rotation0, rotation1, rotation2, rotation3);
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Quaternion rotation = new(rotation0, rotation1, rotation2, rotation3);
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// Temporally add safety check for bad spawns and send log (object rotations need to be rechecked in sniff)
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if (rotation0 == 0 && rotation1 == 0 && rotation2 == 0 && rotation3 == 0)
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{
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@@ -1485,7 +1485,7 @@ namespace Game.BattleGrounds
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return null;
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}
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Position pos = new Position(x, y, z, o);
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Position pos = new(x, y, z, o);
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Creature creature = Creature.CreateCreature(entry, map, pos);
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if (!creature)
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@@ -1581,8 +1581,8 @@ namespace Game.BattleGrounds
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if (entry == 0)
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return;
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CypherStringChatBuilder builder = new CypherStringChatBuilder(null, msgType, entry, source);
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LocalizedPacketDo localizer = new LocalizedPacketDo(builder);
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CypherStringChatBuilder builder = new(null, msgType, entry, source);
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LocalizedPacketDo localizer = new(builder);
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BroadcastWorker(localizer);
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}
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@@ -1591,8 +1591,8 @@ namespace Game.BattleGrounds
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if (entry == 0)
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return;
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CypherStringChatBuilder builder = new CypherStringChatBuilder(null, msgType, entry, source, args);
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LocalizedPacketDo localizer = new LocalizedPacketDo(builder);
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CypherStringChatBuilder builder = new(null, msgType, entry, source, args);
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LocalizedPacketDo localizer = new(builder);
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BroadcastWorker(localizer);
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}
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@@ -1724,7 +1724,7 @@ namespace Game.BattleGrounds
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BlockMovement(player);
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PVPMatchStatisticsMessage pvpMatchStatistics = new PVPMatchStatisticsMessage();
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PVPMatchStatisticsMessage pvpMatchStatistics = new();
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BuildPvPLogDataPacket(out pvpMatchStatistics.Data);
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player.SendPacket(pvpMatchStatistics);
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}
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@@ -2025,11 +2025,11 @@ namespace Game.BattleGrounds
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}
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#region Fields
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protected Dictionary<ObjectGuid, BattlegroundScore> PlayerScores = new Dictionary<ObjectGuid, BattlegroundScore>(); // Player scores
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protected Dictionary<ObjectGuid, BattlegroundScore> PlayerScores = new(); // Player scores
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// Player lists, those need to be accessible by inherited classes
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Dictionary<ObjectGuid, BattlegroundPlayer> m_Players = new Dictionary<ObjectGuid, BattlegroundPlayer>();
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Dictionary<ObjectGuid, BattlegroundPlayer> m_Players = new();
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// Spirit Guide guid + Player list GUIDS
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MultiMap<ObjectGuid, ObjectGuid> m_ReviveQueue = new MultiMap<ObjectGuid, ObjectGuid>();
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MultiMap<ObjectGuid, ObjectGuid> m_ReviveQueue = new();
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// these are important variables used for starting messages
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BattlegroundEventFlags m_Events;
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@@ -2071,8 +2071,8 @@ namespace Game.BattleGrounds
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uint m_LastPlayerPositionBroadcast;
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// Player lists
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List<ObjectGuid> m_ResurrectQueue = new List<ObjectGuid>(); // Player GUID
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List<ObjectGuid> m_OfflineQueue = new List<ObjectGuid>(); // Player GUID
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List<ObjectGuid> m_ResurrectQueue = new(); // Player GUID
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List<ObjectGuid> m_OfflineQueue = new(); // Player GUID
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// Invited counters are useful for player invitation to BG - do not allow, if BG is started to one faction to have 2 more players than another faction
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// Invited counters will be changed only when removing already invited player from queue, removing player from Battleground and inviting player to BG
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@@ -2099,7 +2099,7 @@ namespace Game.BattleGrounds
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BattlegroundTemplate _battlegroundTemplate;
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PvpDifficultyRecord _pvpDifficultyEntry;
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List<BattlegroundPlayerPosition> _playerPositions = new List<BattlegroundPlayerPosition>();
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List<BattlegroundPlayerPosition> _playerPositions = new();
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#endregion
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}
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@@ -85,7 +85,7 @@ namespace Game.BattleGrounds
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// update scheduled queues
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if (!m_QueueUpdateScheduler.Empty())
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{
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List<ScheduledQueueUpdate> scheduled = new List<ScheduledQueueUpdate>();
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List<ScheduledQueueUpdate> scheduled = new();
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Extensions.Swap(ref scheduled, ref m_QueueUpdateScheduler);
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for (byte i = 0; i < scheduled.Count; i++)
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@@ -379,7 +379,7 @@ namespace Game.BattleGrounds
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continue;
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}
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BattlegroundTemplate bgTemplate = new BattlegroundTemplate();
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BattlegroundTemplate bgTemplate = new();
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bgTemplate.Id = bgTypeId;
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float dist = result.Read<float>(3);
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bgTemplate.MaxStartDistSq = dist * dist;
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@@ -439,7 +439,7 @@ namespace Game.BattleGrounds
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if (bgTemplate == null)
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return;
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BattlefieldList battlefieldList = new BattlefieldList();
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BattlefieldList battlefieldList = new();
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battlefieldList.BattlemasterGuid = guid;
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battlefieldList.BattlemasterListID = (int)bgTypeId;
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battlefieldList.MinLevel = bgTemplate.GetMinLevel();
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@@ -471,7 +471,7 @@ namespace Game.BattleGrounds
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if (time == 0xFFFFFFFF)
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time = 0;
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AreaSpiritHealerTime areaSpiritHealerTime = new AreaSpiritHealerTime();
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AreaSpiritHealerTime areaSpiritHealerTime = new();
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areaSpiritHealerTime.HealerGuid = guid;
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areaSpiritHealerTime.TimeLeft = time;
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@@ -556,7 +556,7 @@ namespace Game.BattleGrounds
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public void ScheduleQueueUpdate(uint arenaMatchmakerRating, BattlegroundQueueTypeId bgQueueTypeId, BattlegroundBracketId bracket_id)
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{
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//we will use only 1 number created of bgTypeId and bracket_id
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ScheduledQueueUpdate scheduleId = new ScheduledQueueUpdate(arenaMatchmakerRating, bgQueueTypeId, bracket_id);
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ScheduledQueueUpdate scheduleId = new(arenaMatchmakerRating, bgQueueTypeId, bracket_id);
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if (!m_QueueUpdateScheduler.Contains(scheduleId))
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m_QueueUpdateScheduler.Add(scheduleId);
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}
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@@ -700,7 +700,7 @@ namespace Game.BattleGrounds
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BattlegroundTemplate bgTemplate = GetBattlegroundTemplateByTypeId(bgTypeId);
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if (bgTemplate != null)
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{
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Dictionary<BattlegroundTypeId, float> selectionWeights = new Dictionary<BattlegroundTypeId, float>();
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Dictionary<BattlegroundTypeId, float> selectionWeights = new();
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foreach (var mapId in bgTemplate.BattlemasterEntry.MapId)
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{
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@@ -780,12 +780,12 @@ namespace Game.BattleGrounds
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return _battlegroundMapTemplates.LookupByKey(mapId);
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}
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Dictionary<BattlegroundTypeId, BattlegroundData> bgDataStore = new Dictionary<BattlegroundTypeId, BattlegroundData>();
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Dictionary<BattlegroundQueueTypeId, BattlegroundQueue> m_BattlegroundQueues = new Dictionary<BattlegroundQueueTypeId, BattlegroundQueue>();
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MultiMap<BattlegroundQueueTypeId, Battleground> m_BGFreeSlotQueue = new MultiMap<BattlegroundQueueTypeId, Battleground>();
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Dictionary<uint, BattlegroundTypeId> mBattleMastersMap = new Dictionary<uint, BattlegroundTypeId>();
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Dictionary<BattlegroundTypeId, BattlegroundTemplate> _battlegroundTemplates = new Dictionary<BattlegroundTypeId, BattlegroundTemplate>();
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Dictionary<uint, BattlegroundTemplate> _battlegroundMapTemplates = new Dictionary<uint, BattlegroundTemplate>();
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Dictionary<BattlegroundTypeId, BattlegroundData> bgDataStore = new();
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Dictionary<BattlegroundQueueTypeId, BattlegroundQueue> m_BattlegroundQueues = new();
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MultiMap<BattlegroundQueueTypeId, Battleground> m_BGFreeSlotQueue = new();
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Dictionary<uint, BattlegroundTypeId> mBattleMastersMap = new();
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Dictionary<BattlegroundTypeId, BattlegroundTemplate> _battlegroundTemplates = new();
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Dictionary<uint, BattlegroundTemplate> _battlegroundMapTemplates = new();
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struct ScheduledQueueUpdate
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{
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@@ -820,7 +820,7 @@ namespace Game.BattleGrounds
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return ArenaMatchmakerRating.GetHashCode() ^ QueueId.GetHashCode() ^ BracketId.GetHashCode();
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}
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}
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List<ScheduledQueueUpdate> m_QueueUpdateScheduler = new List<ScheduledQueueUpdate>();
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List<ScheduledQueueUpdate> m_QueueUpdateScheduler = new();
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uint m_NextRatedArenaUpdate;
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uint m_UpdateTimer;
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bool m_ArenaTesting;
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@@ -835,7 +835,7 @@ namespace Game.BattleGrounds
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m_ClientBattlegroundIds[i] = new List<uint>();
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}
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public Dictionary<uint, Battleground> m_Battlegrounds = new Dictionary<uint, Battleground>();
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public Dictionary<uint, Battleground> m_Battlegrounds = new();
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public List<uint>[] m_ClientBattlegroundIds = new List<uint>[(int)BattlegroundBracketId.Max];
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public Battleground Template;
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}
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@@ -62,7 +62,7 @@ namespace Game.BattleGrounds
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BattlegroundBracketId bracketId = bracketEntry.GetBracketId();
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// create new ginfo
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GroupQueueInfo ginfo = new GroupQueueInfo();
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GroupQueueInfo ginfo = new();
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ginfo.BgTypeId = BgTypeId;
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ginfo.ArenaType = ArenaType;
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ginfo.ArenaTeamId = arenateamid;
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@@ -105,7 +105,7 @@ namespace Game.BattleGrounds
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if (!member)
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continue; // this should never happen
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PlayerQueueInfo pl_info = new PlayerQueueInfo();
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PlayerQueueInfo pl_info = new();
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pl_info.LastOnlineTime = lastOnlineTime;
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pl_info.GroupInfo = ginfo;
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@@ -116,7 +116,7 @@ namespace Game.BattleGrounds
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}
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else
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{
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PlayerQueueInfo pl_info = new PlayerQueueInfo();
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PlayerQueueInfo pl_info = new();
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pl_info.LastOnlineTime = lastOnlineTime;
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pl_info.GroupInfo = ginfo;
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@@ -409,10 +409,10 @@ namespace Game.BattleGrounds
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player.SetInviteForBattlegroundQueueType(bgQueueTypeId, ginfo.IsInvitedToBGInstanceGUID);
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// create remind invite events
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BGQueueInviteEvent inviteEvent = new BGQueueInviteEvent(player.GetGUID(), ginfo.IsInvitedToBGInstanceGUID, bgTypeId, ginfo.ArenaType, ginfo.RemoveInviteTime);
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BGQueueInviteEvent inviteEvent = new(player.GetGUID(), ginfo.IsInvitedToBGInstanceGUID, bgTypeId, ginfo.ArenaType, ginfo.RemoveInviteTime);
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m_events.AddEvent(inviteEvent, m_events.CalculateTime(BattlegroundConst.InvitationRemindTime));
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// create automatic remove events
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BGQueueRemoveEvent removeEvent = new BGQueueRemoveEvent(player.GetGUID(), ginfo.IsInvitedToBGInstanceGUID, bgQueueTypeId, ginfo.RemoveInviteTime);
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BGQueueRemoveEvent removeEvent = new(player.GetGUID(), ginfo.IsInvitedToBGInstanceGUID, bgQueueTypeId, ginfo.RemoveInviteTime);
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m_events.AddEvent(removeEvent, m_events.CalculateTime(BattlegroundConst.InviteAcceptWaitTime));
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uint queueSlot = player.GetBattlegroundQueueIndex(bgQueueTypeId);
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@@ -968,7 +968,7 @@ namespace Game.BattleGrounds
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BattlegroundQueueTypeId m_queueId;
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Dictionary<ObjectGuid, PlayerQueueInfo> m_QueuedPlayers = new Dictionary<ObjectGuid, PlayerQueueInfo>();
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Dictionary<ObjectGuid, PlayerQueueInfo> m_QueuedPlayers = new();
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/// <summary>
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/// This two dimensional array is used to store All queued groups
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@@ -986,7 +986,7 @@ namespace Game.BattleGrounds
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uint[][] m_SumOfWaitTimes = new uint[SharedConst.BGTeamsCount][];
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// Event handler
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EventSystem m_events = new EventSystem();
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EventSystem m_events = new();
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SelectionPool[] m_SelectionPools = new SelectionPool[SharedConst.BGTeamsCount];
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// class to select and invite groups to bg
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@@ -1042,7 +1042,7 @@ namespace Game.BattleGrounds
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}
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public uint GetPlayerCount() { return PlayerCount; }
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public List<GroupQueueInfo> SelectedGroups = new List<GroupQueueInfo>();
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public List<GroupQueueInfo> SelectedGroups = new();
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uint PlayerCount;
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}
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@@ -1142,7 +1142,7 @@ namespace Game.BattleGrounds
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/// </summary>
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public class GroupQueueInfo
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{
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public Dictionary<ObjectGuid, PlayerQueueInfo> Players = new Dictionary<ObjectGuid, PlayerQueueInfo>(); // player queue info map
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public Dictionary<ObjectGuid, PlayerQueueInfo> Players = new(); // player queue info map
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public Team Team; // Player team (ALLIANCE/HORDE)
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public BattlegroundTypeId BgTypeId; // Battleground type id
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public bool IsRated; // rated
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@@ -636,7 +636,7 @@ namespace Game.BattleGrounds.Zones
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int teamIndex = GetTeamIndexByTeamId(player.GetTeam());
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// Is there any occupied node for this team?
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List<byte> nodes = new List<byte>();
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List<byte> nodes = new();
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for (byte i = 0; i < ABBattlegroundNodes.DynamicNodesCount; ++i)
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if (m_Nodes[i] == ABNodeStatus.Occupied + teamIndex)
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nodes.Add(i);
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@@ -298,7 +298,7 @@ namespace Game.BattleGrounds.Zones
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Player p = Global.ObjAccessor.FindPlayer(pair.Key);
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if (p)
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{
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UpdateData data = new UpdateData(p.GetMapId());
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UpdateData data = new(p.GetMapId());
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GetBGObject(i).BuildValuesUpdateBlockForPlayer(data, p);
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UpdateObject pkt;
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@@ -1029,7 +1029,7 @@ namespace Game.BattleGrounds.Zones
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{
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if (!BgObjects[SAObjectTypes.BoatOne].IsEmpty() || !BgObjects[SAObjectTypes.BoatTwo].IsEmpty())
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{
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UpdateData transData = new UpdateData(player.GetMapId());
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UpdateData transData = new(player.GetMapId());
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if (!BgObjects[SAObjectTypes.BoatOne].IsEmpty())
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GetBGObject(SAObjectTypes.BoatOne).BuildCreateUpdateBlockForPlayer(transData, player);
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@@ -1046,7 +1046,7 @@ namespace Game.BattleGrounds.Zones
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{
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if (!BgObjects[SAObjectTypes.BoatOne].IsEmpty() || !BgObjects[SAObjectTypes.BoatTwo].IsEmpty())
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{
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UpdateData transData = new UpdateData(player.GetMapId());
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UpdateData transData = new(player.GetMapId());
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if (!BgObjects[SAObjectTypes.BoatOne].IsEmpty())
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GetBGObject(SAObjectTypes.BoatOne).BuildOutOfRangeUpdateBlock(transData);
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if (!BgObjects[SAObjectTypes.BoatTwo].IsEmpty())
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@@ -1143,7 +1143,7 @@ namespace Game.BattleGrounds.Zones
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bool SignaledRoundTwoHalfMin;
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// for know if second round has been init
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bool InitSecondRound;
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Dictionary<uint/*id*/, uint/*timer*/> DemoliserRespawnList = new Dictionary<uint, uint>();
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Dictionary<uint/*id*/, uint/*timer*/> DemoliserRespawnList = new();
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// Achievement: Defense of the Ancients
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bool _gateDestroyed;
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