Core: SOme code cleanup, more to follow.
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@@ -34,7 +34,7 @@ namespace Game.Entities
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float m_suppressedOrientation; // Stores the creature's "real" orientation while casting
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long _lastDamagedTime; // Part of Evade mechanics
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MultiMap<byte, byte> m_textRepeat = new MultiMap<byte, byte>();
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MultiMap<byte, byte> m_textRepeat = new();
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// Regenerate health
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bool _regenerateHealth; // Set on creation
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@@ -61,7 +61,7 @@ namespace Game.Entities
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public uint m_originalEntry;
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Position m_homePosition;
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Position m_transportHomePosition = new Position();
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Position m_transportHomePosition = new();
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bool DisableReputationGain;
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@@ -90,9 +90,9 @@ namespace Game.Entities
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uint m_combatPulseDelay; // (secs) how often the creature puts the entire zone in combat (only works in dungeons)
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// vendor items
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List<VendorItemCount> m_vendorItemCounts = new List<VendorItemCount>();
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List<VendorItemCount> m_vendorItemCounts = new();
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public Loot loot = new Loot();
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public Loot loot = new();
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public uint m_groupLootTimer; // (msecs)timer used for group loot
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public ObjectGuid lootingGroupLowGUID; // used to find group which is looting corpse
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ObjectGuid m_lootRecipient;
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