Core: SOme code cleanup, more to follow.
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@@ -49,8 +49,8 @@ namespace Game.Entities
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MovementForces _movementForces;
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//Combat
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protected List<Unit> attackerList = new List<Unit>();
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Dictionary<ReactiveType, uint> m_reactiveTimer = new Dictionary<ReactiveType, uint>();
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protected List<Unit> attackerList = new();
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Dictionary<ReactiveType, uint> m_reactiveTimer = new();
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protected float[][] m_weaponDamage = new float[(int)WeaponAttackType.Max][];
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public float[] m_threatModifier = new float[(int)SpellSchools.Max];
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@@ -73,8 +73,8 @@ namespace Game.Entities
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public uint ExtraAttacks { get; set; }
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//Charm
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public List<Unit> m_Controlled = new List<Unit>();
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List<Player> m_sharedVision = new List<Player>();
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public List<Unit> m_Controlled = new();
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List<Player> m_sharedVision = new();
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CharmInfo m_charmInfo;
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protected bool m_ControlledByPlayer;
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public ObjectGuid LastCharmerGUID { get; set; }
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@@ -83,8 +83,8 @@ namespace Game.Entities
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bool _isWalkingBeforeCharm; // Are we walking before we were charmed?
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//Spells
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protected Dictionary<CurrentSpellTypes, Spell> m_currentSpells = new Dictionary<CurrentSpellTypes, Spell>((int)CurrentSpellTypes.Max);
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Dictionary<SpellValueMod, int> CustomSpellValueMod = new Dictionary<SpellValueMod, int>();
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protected Dictionary<CurrentSpellTypes, Spell> m_currentSpells = new((int)CurrentSpellTypes.Max);
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Dictionary<SpellValueMod, int> CustomSpellValueMod = new();
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MultiMap<uint, uint>[] m_spellImmune = new MultiMap<uint, uint>[(int)SpellImmunity.Max];
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uint[] m_interruptMask = new uint[2];
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protected int m_procDeep;
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@@ -92,16 +92,16 @@ namespace Game.Entities
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SpellHistory _spellHistory;
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//Auras
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List<AuraEffect> AuraEffectList = new List<AuraEffect>();
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MultiMap<AuraType, AuraEffect> m_modAuras = new MultiMap<AuraType, AuraEffect>();
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List<Aura> m_removedAuras = new List<Aura>();
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List<AuraApplication> m_interruptableAuras = new List<AuraApplication>(); // auras which have interrupt mask applied on unit
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MultiMap<AuraStateType, AuraApplication> m_auraStateAuras = new MultiMap<AuraStateType, AuraApplication>(); // Used for improve performance of aura state checks on aura apply/remove
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SortedSet<AuraApplication> m_visibleAuras = new SortedSet<AuraApplication>(new VisibleAuraSlotCompare());
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SortedSet<AuraApplication> m_visibleAurasToUpdate = new SortedSet<AuraApplication>(new VisibleAuraSlotCompare());
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MultiMap<uint, AuraApplication> m_appliedAuras = new MultiMap<uint, AuraApplication>();
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MultiMap<uint, Aura> m_ownedAuras = new MultiMap<uint, Aura>();
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List<Aura> m_scAuras = new List<Aura>();
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List<AuraEffect> AuraEffectList = new();
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MultiMap<AuraType, AuraEffect> m_modAuras = new();
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List<Aura> m_removedAuras = new();
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List<AuraApplication> m_interruptableAuras = new(); // auras which have interrupt mask applied on unit
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MultiMap<AuraStateType, AuraApplication> m_auraStateAuras = new(); // Used for improve performance of aura state checks on aura apply/remove
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SortedSet<AuraApplication> m_visibleAuras = new(new VisibleAuraSlotCompare());
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SortedSet<AuraApplication> m_visibleAurasToUpdate = new(new VisibleAuraSlotCompare());
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MultiMap<uint, AuraApplication> m_appliedAuras = new();
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MultiMap<uint, Aura> m_ownedAuras = new();
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List<Aura> m_scAuras = new();
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protected float[][] m_auraFlatModifiersGroup = new float[(int)UnitMods.End][];
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protected float[][] m_auraPctModifiersGroup = new float[(int)UnitMods.End][];
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uint m_removedAurasCount;
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@@ -110,15 +110,15 @@ namespace Game.Entities
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public UnitData m_unitData;
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DiminishingReturn[] m_Diminishing = new DiminishingReturn[(int)DiminishingGroup.Max];
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protected List<GameObject> m_gameObj = new List<GameObject>();
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List<AreaTrigger> m_areaTrigger = new List<AreaTrigger>();
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protected List<DynamicObject> m_dynObj = new List<DynamicObject>();
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protected List<GameObject> m_gameObj = new();
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List<AreaTrigger> m_areaTrigger = new();
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protected List<DynamicObject> m_dynObj = new();
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protected float[] CreateStats = new float[(int)Stats.Max];
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float[] m_floatStatPosBuff = new float[(int)Stats.Max];
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float[] m_floatStatNegBuff = new float[(int)Stats.Max];
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public ObjectGuid[] m_SummonSlot = new ObjectGuid[7];
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public ObjectGuid[] m_ObjectSlot = new ObjectGuid[4];
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public EventSystem m_Events = new EventSystem();
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public EventSystem m_Events = new();
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public UnitTypeMask UnitTypeMask { get; set; }
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UnitState m_state;
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protected LiquidTypeRecord _lastLiquid;
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@@ -573,7 +573,7 @@ namespace Game.Entities
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public class DeclinedName
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{
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public StringArray name = new StringArray(SharedConst.MaxDeclinedNameCases);
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public StringArray name = new(SharedConst.MaxDeclinedNameCases);
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}
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class CombatLogSender : Notifier
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