Core: SOme code cleanup, more to follow.
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@@ -184,7 +184,7 @@ namespace Game
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Group group = player.GetGroup();
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List<Player> playersNear = new List<Player>();
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List<Player> playersNear = new();
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for (GroupReference refe = group.GetFirstMember(); refe != null; refe = refe.Next())
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{
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Player member = refe.GetSource();
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@@ -204,7 +204,7 @@ namespace Game
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pl.ModifyMoney((long)(goldPerPlayer + goldMod));
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pl.UpdateCriteria(CriteriaTypes.LootMoney, goldPerPlayer);
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LootMoneyNotify packet = new LootMoneyNotify();
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LootMoneyNotify packet = new();
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packet.Money = goldPerPlayer;
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packet.MoneyMod = goldMod;
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packet.SoleLooter = playersNear.Count <= 1 ? true : false;
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@@ -218,7 +218,7 @@ namespace Game
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player.ModifyMoney((long)(loot.gold + goldMod));
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player.UpdateCriteria(CriteriaTypes.LootMoney, loot.gold);
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LootMoneyNotify packet = new LootMoneyNotify();
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LootMoneyNotify packet = new();
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packet.Money = loot.gold;
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packet.MoneyMod = goldMod;
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packet.SoleLooter = true; // "You loot..."
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@@ -272,9 +272,9 @@ namespace Game
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if (!GetPlayer().IsAlive() || !packet.Unit.IsCreatureOrVehicle())
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return;
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List<Creature> corpses = new List<Creature>();
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AELootCreatureCheck check = new AELootCreatureCheck(_player, packet.Unit);
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CreatureListSearcher searcher = new CreatureListSearcher(_player, corpses, check);
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List<Creature> corpses = new();
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AELootCreatureCheck check = new(_player, packet.Unit);
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CreatureListSearcher searcher = new(_player, corpses, check);
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Cell.VisitGridObjects(_player, searcher, AELootCreatureCheck.LootDistance);
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if (!corpses.Empty())
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@@ -459,7 +459,7 @@ namespace Game
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[WorldPacketHandler(ClientOpcodes.MasterLootItem)]
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void HandleLootMasterGive(MasterLootItem masterLootItem)
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{
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AELootResult aeResult = new AELootResult();
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AELootResult aeResult = new();
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if (GetPlayer().GetGroup() == null || GetPlayer().GetGroup().GetLooterGuid() != GetPlayer().GetGUID() || GetPlayer().GetGroup().GetLootMethod() != LootMethod.MasterLoot)
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{
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@@ -516,7 +516,7 @@ namespace Game
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LootItem item = slotid >= loot.items.Count ? loot.quest_items[slotid - loot.items.Count] : loot.items[slotid];
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List<ItemPosCount> dest = new List<ItemPosCount>();
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List<ItemPosCount> dest = new();
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InventoryResult msg = target.CanStoreNewItem(ItemConst.NullBag, ItemConst.NullSlot, dest, item.itemid, item.count);
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if (item.follow_loot_rules && !item.AllowedForPlayer(target))
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msg = InventoryResult.CantEquipEver;
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