Core: SOme code cleanup, more to follow.
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@@ -165,7 +165,7 @@ namespace Game
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public void SendForceReactions()
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{
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SetForcedReactions setForcedReactions = new SetForcedReactions();
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SetForcedReactions setForcedReactions = new();
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foreach (var pair in _forcedReactions)
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{
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@@ -180,7 +180,7 @@ namespace Game
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public void SendState(FactionState faction)
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{
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SetFactionStanding setFactionStanding = new SetFactionStanding();
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SetFactionStanding setFactionStanding = new();
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setFactionStanding.ReferAFriendBonus = 0.0f;
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setFactionStanding.BonusFromAchievementSystem = 0.0f;
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if (faction != null)
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@@ -204,7 +204,7 @@ namespace Game
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public void SendInitialReputations()
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{
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InitializeFactions initFactions = new InitializeFactions();
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InitializeFactions initFactions = new();
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foreach (var pair in _factions)
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{
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@@ -223,7 +223,7 @@ namespace Game
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return;
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//make faction visible / not visible in reputation list at client
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SetFactionVisible packet = new SetFactionVisible(visible);
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SetFactionVisible packet = new(visible);
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packet.FactionIndex = faction.ReputationListID;
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_player.SendPacket(packet);
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}
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@@ -241,7 +241,7 @@ namespace Game
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{
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if (factionEntry.CanHaveReputation())
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{
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FactionState newFaction = new FactionState();
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FactionState newFaction = new();
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newFaction.Id = factionEntry.Id;
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newFaction.ReputationListID = (uint)factionEntry.ReputationIndex;
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newFaction.Standing = 0;
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@@ -659,8 +659,8 @@ namespace Game
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};
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const int Reputation_Cap = 42999;
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const int Reputation_Bottom = -42000;
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SortedDictionary<uint, FactionState> _factions = new SortedDictionary<uint, FactionState>();
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Dictionary<uint, ReputationRank> _forcedReactions = new Dictionary<uint, ReputationRank>();
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SortedDictionary<uint, FactionState> _factions = new();
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Dictionary<uint, ReputationRank> _forcedReactions = new();
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}
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