Core: SOme code cleanup, more to follow.
This commit is contained in:
@@ -165,7 +165,7 @@ namespace Game.Entities
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if (goInfo == null)
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return null;
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GameObject go = new GameObject();
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GameObject go = new();
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if (!go.Create(entry, map, pos, rotation, animProgress, goState, artKit, false, 0))
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return null;
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@@ -174,7 +174,7 @@ namespace Game.Entities
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public static GameObject CreateGameObjectFromDB(ulong spawnId, Map map, bool addToMap = true)
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{
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GameObject go = new GameObject();
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GameObject go = new();
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if (!go.LoadFromDB(spawnId, map, addToMap))
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return null;
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@@ -502,7 +502,7 @@ namespace Game.Entities
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SetGoState(GameObjectState.Active);
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SetFlags(GameObjectFlags.NoDespawn);
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UpdateData udata = new UpdateData(caster.GetMapId());
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UpdateData udata = new(caster.GetMapId());
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UpdateObject packet;
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BuildValuesUpdateBlockForPlayer(udata, caster.ToPlayer());
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udata.BuildPacket(out packet);
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@@ -882,7 +882,7 @@ namespace Game.Entities
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public void SendGameObjectDespawn()
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{
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GameObjectDespawn packet = new GameObjectDespawn();
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GameObjectDespawn packet = new();
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packet.ObjectGUID = GetGUID();
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SendMessageToSet(packet, true);
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}
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@@ -1065,7 +1065,7 @@ namespace Game.Entities
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GetMap().RemoveRespawnTime(SpawnObjectType.GameObject, m_spawnId);
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Global.ObjectMgr.DeleteGameObjectData(m_spawnId);
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SQLTransaction trans = new SQLTransaction();
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SQLTransaction trans = new();
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PreparedStatement stmt = DB.World.GetPreparedStatement(WorldStatements.DEL_GAMEOBJECT);
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stmt.AddValue(0, m_spawnId);
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@@ -1501,7 +1501,7 @@ namespace Game.Entities
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if (info.Goober.pageID != 0) // show page...
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{
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PageTextPkt data = new PageTextPkt();
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PageTextPkt data = new();
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data.GameObjectGUID = GetGUID();
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player.SendPacket(data);
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}
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@@ -1957,7 +1957,7 @@ namespace Game.Entities
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return;
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}
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OpenArtifactForge openArtifactForge = new OpenArtifactForge();
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OpenArtifactForge openArtifactForge = new();
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openArtifactForge.ArtifactGUID = item.GetGUID();
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openArtifactForge.ForgeGUID = GetGUID();
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player.SendPacket(openArtifactForge);
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@@ -1969,7 +1969,7 @@ namespace Game.Entities
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if (!item)
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return;
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OpenHeartForge openHeartForge = new OpenHeartForge();
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OpenHeartForge openHeartForge = new();
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openHeartForge.ForgeGUID = GetGUID();
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player.SendPacket(openHeartForge);
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break;
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@@ -1985,7 +1985,7 @@ namespace Game.Entities
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if (!player)
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return;
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GameObjectUILink gameObjectUILink = new GameObjectUILink();
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GameObjectUILink gameObjectUILink = new();
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gameObjectUILink.ObjectGUID = GetGUID();
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gameObjectUILink.UILink = (int)GetGoInfo().UILink.UILinkType;
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player.SendPacket(gameObjectUILink);
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@@ -2082,7 +2082,7 @@ namespace Game.Entities
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public void SendCustomAnim(uint anim)
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{
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GameObjectCustomAnim customAnim = new GameObjectCustomAnim();
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GameObjectCustomAnim customAnim = new();
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customAnim.ObjectGUID = GetGUID();
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customAnim.CustomAnim = anim;
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SendMessageToSet(customAnim, true);
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@@ -2174,7 +2174,7 @@ namespace Game.Entities
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public void SetWorldRotation(float qx, float qy, float qz, float qw)
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{
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Quaternion rotation = new Quaternion(qx, qy, qz, qw);
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Quaternion rotation = new(qx, qy, qz, qw);
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rotation.unitize();
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m_worldRotation.X = rotation.X;
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m_worldRotation.Y = rotation.Y;
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@@ -2218,7 +2218,7 @@ namespace Game.Entities
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// dealing damage, send packet
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if (player != null)
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{
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DestructibleBuildingDamage packet = new DestructibleBuildingDamage();
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DestructibleBuildingDamage packet = new();
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packet.Caster = attackerOrHealer.GetGUID(); // todo: this can be a GameObject
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packet.Target = GetGUID();
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packet.Damage = -change;
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@@ -2545,7 +2545,7 @@ namespace Game.Entities
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public override void BuildValuesCreate(WorldPacket data, Player target)
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{
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UpdateFieldFlag flags = GetUpdateFieldFlagsFor(target);
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WorldPacket buffer = new WorldPacket();
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WorldPacket buffer = new();
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buffer.WriteUInt8((byte)flags);
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m_objectData.WriteCreate(buffer, flags, this, target);
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@@ -2558,7 +2558,7 @@ namespace Game.Entities
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public override void BuildValuesUpdate(WorldPacket data, Player target)
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{
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UpdateFieldFlag flags = GetUpdateFieldFlagsFor(target);
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WorldPacket buffer = new WorldPacket();
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WorldPacket buffer = new();
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buffer.WriteUInt32(m_values.GetChangedObjectTypeMask());
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if (m_values.HasChanged(TypeId.Object))
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@@ -2573,14 +2573,14 @@ namespace Game.Entities
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public void BuildValuesUpdateForPlayerWithMask(UpdateData data, UpdateMask requestedObjectMask, UpdateMask requestedGameObjectMask, Player target)
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{
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UpdateMask valuesMask = new UpdateMask((int)TypeId.Max);
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UpdateMask valuesMask = new((int)TypeId.Max);
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if (requestedObjectMask.IsAnySet())
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valuesMask.Set((int)TypeId.Object);
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if (requestedGameObjectMask.IsAnySet())
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valuesMask.Set((int)TypeId.GameObject);
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WorldPacket buffer = new WorldPacket();
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WorldPacket buffer = new();
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buffer.WriteUInt32(valuesMask.GetBlock(0));
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if (valuesMask[(int)TypeId.Object])
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@@ -2589,7 +2589,7 @@ namespace Game.Entities
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if (valuesMask[(int)TypeId.GameObject])
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m_gameObjectData.WriteUpdate(buffer, requestedGameObjectMask, true, this, target);
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WorldPacket buffer1 = new WorldPacket();
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WorldPacket buffer1 = new();
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buffer1.WriteUInt8((byte)UpdateType.Values);
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buffer1.WritePackedGuid(GetGUID());
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buffer1.WriteUInt32(buffer.GetSize());
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@@ -2655,7 +2655,7 @@ namespace Game.Entities
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else
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_animKitId = 0;
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GameObjectActivateAnimKit activateAnimKit = new GameObjectActivateAnimKit();
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GameObjectActivateAnimKit activateAnimKit = new();
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activateAnimKit.ObjectGUID = GetGUID();
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activateAnimKit.AnimKitID = animKitId;
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activateAnimKit.Maintain = !oneshot;
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@@ -2846,7 +2846,7 @@ namespace Game.Entities
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// For traps this: spell casting cooldown, for doors/buttons: reset time.
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Player m_ritualOwner; // used for GAMEOBJECT_TYPE_SUMMONING_RITUAL where GO is not summoned (no owner)
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List<ObjectGuid> m_unique_users = new List<ObjectGuid>();
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List<ObjectGuid> m_unique_users = new();
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uint m_usetimes;
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ObjectGuid m_lootRecipient;
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@@ -2867,10 +2867,10 @@ namespace Game.Entities
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GameObjectState m_prevGoState; // What state to set whenever resetting
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Dictionary<uint, ObjectGuid> ChairListSlots = new Dictionary<uint, ObjectGuid>();
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List<ObjectGuid> m_SkillupList = new List<ObjectGuid>();
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Dictionary<uint, ObjectGuid> ChairListSlots = new();
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List<ObjectGuid> m_SkillupList = new();
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public Loot loot = new Loot();
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public Loot loot = new();
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public GameObjectModel m_model;
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