Core: SOme code cleanup, more to follow.
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@@ -288,10 +288,10 @@ namespace Game.Entities
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// While the validity of the following may be arguable, it is possible that when such a passenger
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// exits the vehicle will dismiss. That's why the actual adding the passenger to the vehicle is scheduled
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// asynchronously, so it can be cancelled easily in case the vehicle is uninstalled meanwhile.
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VehicleJoinEvent e = new VehicleJoinEvent(this, unit);
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VehicleJoinEvent e = new(this, unit);
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unit.m_Events.AddEvent(e, unit.m_Events.CalculateTime(0));
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KeyValuePair<sbyte, VehicleSeat> seat = new KeyValuePair<sbyte, VehicleSeat>();
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KeyValuePair<sbyte, VehicleSeat> seat = new();
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if (seatId < 0) // no specific seat requirement
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{
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foreach (var _seat in Seats)
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@@ -382,7 +382,7 @@ namespace Game.Entities
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{
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Cypher.Assert(_me.GetMap() != null);
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List<Tuple<Unit, Position>> seatRelocation = new List<Tuple<Unit, Position>>();
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List<Tuple<Unit, Position>> seatRelocation = new();
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// not sure that absolute position calculation is correct, it must depend on vehicle pitch angle
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foreach (var pair in Seats)
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@@ -527,14 +527,14 @@ namespace Game.Entities
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Unit _me;
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VehicleRecord _vehicleInfo; //< DBC data for vehicle
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List<ulong> vehiclePlayers = new List<ulong>();
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List<ulong> vehiclePlayers = new();
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uint _creatureEntry; //< Can be different than the entry of _me in case of players
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Status _status; //< Internal variable for sanity checks
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Position _lastShootPos;
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List<VehicleJoinEvent> _pendingJoinEvents = new List<VehicleJoinEvent>();
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public Dictionary<sbyte, VehicleSeat> Seats = new Dictionary<sbyte, VehicleSeat>();
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List<VehicleJoinEvent> _pendingJoinEvents = new();
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public Dictionary<sbyte, VehicleSeat> Seats = new();
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public uint UsableSeatNum; //< Number of seats that match VehicleSeatEntry.UsableByPlayer, used for proper display flags
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public static implicit operator bool(Vehicle vehicle)
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@@ -631,7 +631,7 @@ namespace Game.Entities
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Passenger.SetControlled(true, UnitState.Root); // SMSG_FORCE_ROOT - In some cases we send SMSG_SPLINE_MOVE_ROOT here (for creatures)
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// also adds MOVEMENTFLAG_ROOT
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MoveSplineInit init = new MoveSplineInit(Passenger);
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MoveSplineInit init = new(Passenger);
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init.DisableTransportPathTransformations();
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init.MoveTo(veSeat.AttachmentOffset.X, veSeat.AttachmentOffset.Y, veSeat.AttachmentOffset.Z, false, true);
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init.SetFacing(0.0f);
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