Core: SOme code cleanup, more to follow.
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@@ -1621,7 +1621,7 @@ namespace Game.Spells
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public void _LoadSpellDiminishInfo()
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{
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SpellDiminishInfo diminishInfo = new SpellDiminishInfo();
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SpellDiminishInfo diminishInfo = new();
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diminishInfo.DiminishGroup = DiminishingGroupCompute();
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diminishInfo.DiminishReturnType = DiminishingTypeCompute(diminishInfo.DiminishGroup);
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diminishInfo.DiminishMaxLevel = DiminishingMaxLevelCompute(diminishInfo.DiminishGroup);
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@@ -2904,7 +2904,7 @@ namespace Game.Spells
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public List<SpellPowerCost> CalcPowerCost(Unit caster, SpellSchoolMask schoolMask, Spell spell = null)
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{
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List<SpellPowerCost> costs = new List<SpellPowerCost>();
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List<SpellPowerCost> costs = new();
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SpellPowerCost getOrCreatePowerCost(PowerType powerType)
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{
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@@ -3655,7 +3655,7 @@ namespace Game.Spells
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public uint ProcCharges { get; set; }
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public uint ProcCooldown { get; set; }
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public float ProcBasePPM { get; set; }
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List<SpellProcsPerMinuteModRecord> ProcPPMMods = new List<SpellProcsPerMinuteModRecord>();
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List<SpellProcsPerMinuteModRecord> ProcPPMMods = new();
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public uint MaxLevel { get; set; }
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public uint BaseLevel { get; set; }
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public uint SpellLevel { get; set; }
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@@ -3694,7 +3694,7 @@ namespace Game.Spells
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public SpellChainNode ChainEntry { get; set; }
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SpellEffectInfo[] _effects = new SpellEffectInfo[SpellConst.MaxEffects];
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List<SpellXSpellVisualRecord> _visuals = new List<SpellXSpellVisualRecord>();
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List<SpellXSpellVisualRecord> _visuals = new();
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SpellSpecificType _spellSpecific;
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AuraStateType _auraState;
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@@ -4852,8 +4852,8 @@ namespace Game.Spells
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public uint DispelImmune;
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public uint DamageSchoolMask;
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public List<AuraType> AuraTypeImmune = new List<AuraType>();
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public List<SpellEffectName> SpellEffectImmune = new List<SpellEffectName>();
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public List<AuraType> AuraTypeImmune = new();
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public List<SpellEffectName> SpellEffectImmune = new();
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}
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}
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