compute aura diminishing return info at startup and cache it
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@@ -107,7 +107,7 @@ namespace Game.Entities
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uint m_removedAurasCount;
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//General
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List<DiminishingReturn> m_Diminishing = new List<DiminishingReturn>();
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Array<DiminishingReturn> m_Diminishing = new Array<DiminishingReturn>((int)DiminishingGroup.Max);
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protected List<GameObject> m_gameObj = new List<GameObject>();
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List<AreaTrigger> m_areaTrigger = new List<AreaTrigger>();
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protected List<DynamicObject> m_dynObj = new List<DynamicObject>();
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@@ -140,18 +140,23 @@ namespace Game.Entities
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public class DiminishingReturn
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{
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public DiminishingReturn(DiminishingGroup group, uint t, DiminishingLevels count)
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public DiminishingReturn(uint hitTime, DiminishingLevels hitCount)
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{
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DRGroup = group;
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stack = 0;
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hitTime = t;
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hitCount = count;
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Stack = 0;
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HitTime = hitTime;
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HitCount = hitCount;
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}
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public DiminishingGroup DRGroup;
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public uint stack;
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public uint hitTime;
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public DiminishingLevels hitCount;
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public void Clear()
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{
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Stack = 0;
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HitTime = 0;
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HitCount = DiminishingLevels.Level1;
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}
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public uint Stack;
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public uint HitTime;
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public DiminishingLevels HitCount;
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}
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public class ProcEventInfo
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