Core: SOme code cleanup, more to follow.
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@@ -71,7 +71,7 @@ namespace Game.Loots
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uint oldMSTime = Time.GetMSTime();
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List<uint> lootIdSet, lootIdSetUsed = new List<uint>();
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List<uint> lootIdSet, lootIdSetUsed = new();
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uint count = Creature.LoadAndCollectLootIds(out lootIdSet);
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// Remove real entries and check loot existence
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@@ -109,7 +109,7 @@ namespace Game.Loots
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uint oldMSTime = Time.GetMSTime();
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List<uint> lootIdSet, lootIdSetUsed = new List<uint>();
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List<uint> lootIdSet, lootIdSetUsed = new();
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uint count = Disenchant.LoadAndCollectLootIds(out lootIdSet);
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foreach (var disenchant in CliDB.ItemDisenchantLootStorage.Values)
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@@ -162,7 +162,7 @@ namespace Game.Loots
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uint oldMSTime = Time.GetMSTime();
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List<uint> lootIdSet, lootIdSetUsed = new List<uint>();
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List<uint> lootIdSet, lootIdSetUsed = new();
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uint count = Gameobject.LoadAndCollectLootIds(out lootIdSet);
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// remove real entries and check existence loot
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@@ -251,7 +251,7 @@ namespace Game.Loots
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uint oldMSTime = Time.GetMSTime();
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List<uint> lootIdSet;
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List<uint> lootIdSetUsed = new List<uint>();
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List<uint> lootIdSetUsed = new();
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uint count = Pickpocketing.LoadAndCollectLootIds(out lootIdSet);
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// Remove real entries and check loot existence
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@@ -339,7 +339,7 @@ namespace Game.Loots
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uint oldMSTime = Time.GetMSTime();
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List<uint> lootIdSet;
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List<uint> lootIdSetUsed = new List<uint>();
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List<uint> lootIdSetUsed = new();
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uint count = Skinning.LoadAndCollectLootIds(out lootIdSet);
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// remove real entries and check existence loot
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@@ -614,7 +614,7 @@ namespace Game.Loots
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{
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foreach (var pair in m_LootTemplates)
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{
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List<Condition> empty = new List<Condition>();
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List<Condition> empty = new();
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pair.Value.CopyConditions(empty);
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}
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}
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@@ -661,7 +661,7 @@ namespace Game.Loots
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return 0;
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}
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LootStoreItem storeitem = new LootStoreItem(item, reference, chance, needsquest, lootmode, groupid, mincount, maxcount);
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LootStoreItem storeitem = new(item, reference, chance, needsquest, lootmode, groupid, mincount, maxcount);
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if (!storeitem.IsValid(this, entry)) // Validity checks
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continue;
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@@ -686,7 +686,7 @@ namespace Game.Loots
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m_LootTemplates.Clear();
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}
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LootTemplateMap m_LootTemplates = new LootTemplateMap();
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LootTemplateMap m_LootTemplates = new();
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string m_name;
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string m_entryName;
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bool m_ratesAllowed;
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@@ -932,8 +932,8 @@ namespace Game.Loots
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return false;//not found or not reference
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}
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LootStoreItemList Entries = new LootStoreItemList(); // not grouped only
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Dictionary<int, LootGroup> Groups = new Dictionary<int,LootGroup>(); // groups have own (optimised) processing, grouped entries go there
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LootStoreItemList Entries = new(); // not grouped only
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Dictionary<int, LootGroup> Groups = new(); // groups have own (optimised) processing, grouped entries go there
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public class LootGroup // A set of loot definitions for items (refs are not allowed)
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{
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@@ -1042,8 +1042,8 @@ namespace Game.Loots
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i.conditions.Clear();
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}
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LootStoreItemList ExplicitlyChanced = new LootStoreItemList(); // Entries with chances defined in DB
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LootStoreItemList EqualChanced = new LootStoreItemList(); // Zero chances - every entry takes the same chance
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LootStoreItemList ExplicitlyChanced = new(); // Entries with chances defined in DB
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LootStoreItemList EqualChanced = new(); // Zero chances - every entry takes the same chance
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LootStoreItem Roll(Loot loot, ushort lootMode)
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{
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