Core: SOme code cleanup, more to follow.
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@@ -106,7 +106,7 @@ namespace Game.Networking.Packets
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Ticket.Write(_worldPacket);
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}
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public RideTicket Ticket = new RideTicket();
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public RideTicket Ticket = new();
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}
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public class BattlefieldStatusNeedConfirmation : ServerPacket
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@@ -123,7 +123,7 @@ namespace Game.Networking.Packets
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public uint Timeout;
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public uint Mapid;
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public BattlefieldStatusHeader Hdr = new BattlefieldStatusHeader();
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public BattlefieldStatusHeader Hdr = new();
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public byte Role;
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}
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@@ -142,7 +142,7 @@ namespace Game.Networking.Packets
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_worldPacket.FlushBits();
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}
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public BattlefieldStatusHeader Hdr = new BattlefieldStatusHeader();
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public BattlefieldStatusHeader Hdr = new();
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public uint ShutdownTimer;
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public byte ArenaFaction;
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public bool LeftEarly;
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@@ -166,7 +166,7 @@ namespace Game.Networking.Packets
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}
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public uint AverageWaitTime;
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public BattlefieldStatusHeader Hdr = new BattlefieldStatusHeader();
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public BattlefieldStatusHeader Hdr = new();
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public bool AsGroup;
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public bool SuspendedQueue;
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public bool EligibleForMatchmaking;
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@@ -188,7 +188,7 @@ namespace Game.Networking.Packets
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public ulong QueueID;
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public ObjectGuid ClientID;
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public int Reason;
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public RideTicket Ticket = new RideTicket();
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public RideTicket Ticket = new();
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}
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class BattlemasterJoin : ClientPacket
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@@ -206,7 +206,7 @@ namespace Game.Networking.Packets
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QueueIDs[i] = _worldPacket.ReadUInt64();
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}
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public Array<ulong> QueueIDs = new Array<ulong>(1);
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public Array<ulong> QueueIDs = new(1);
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public byte Roles;
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public int[] BlacklistMap = new int[2];
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}
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@@ -242,7 +242,7 @@ namespace Game.Networking.Packets
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AcceptedInvite = _worldPacket.HasBit();
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}
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public RideTicket Ticket = new RideTicket();
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public RideTicket Ticket = new();
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public bool AcceptedInvite;
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}
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@@ -282,7 +282,7 @@ namespace Game.Networking.Packets
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public int BattlemasterListID;
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public byte MinLevel;
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public byte MaxLevel;
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public List<int> Battlefields = new List<int>(); // Players cannot join a specific Battleground instance anymore - this is always empty
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public List<int> Battlefields = new(); // Players cannot join a specific Battleground instance anymore - this is always empty
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public bool PvpAnywhere;
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public bool HasRandomWinToday;
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}
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@@ -373,7 +373,7 @@ namespace Game.Networking.Packets
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pos.Write(_worldPacket);
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}
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public List<BattlegroundPlayerPosition> FlagCarriers = new List<BattlegroundPlayerPosition>();
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public List<BattlegroundPlayerPosition> FlagCarriers = new();
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}
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class BattlegroundPlayerJoined : ServerPacket
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@@ -554,7 +554,7 @@ namespace Game.Networking.Packets
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public class PVPMatchStatistics
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{
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public List<PVPMatchPlayerStatistics> Statistics = new List<PVPMatchPlayerStatistics>();
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public List<PVPMatchPlayerStatistics> Statistics = new();
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public Optional<RatingData> Ratings;
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public sbyte[] PlayerCount = new sbyte[2];
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@@ -665,7 +665,7 @@ namespace Game.Networking.Packets
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public Optional<int> RatingChange;
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public Optional<uint> PreMatchMMR;
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public Optional<int> MmrChange;
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public List<PVPMatchPlayerPVPStat> Stats = new List<PVPMatchPlayerPVPStat>();
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public List<PVPMatchPlayerPVPStat> Stats = new();
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public int PrimaryTalentTree;
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public int Sex;
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public Race PlayerRace;
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@@ -709,7 +709,7 @@ namespace Game.Networking.Packets
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}
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public RideTicket Ticket;
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public List<ulong> QueueID = new List<ulong>();
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public List<ulong> QueueID = new();
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public byte RangeMin;
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public byte RangeMax;
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public byte TeamSize;
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