Fixed some (many) "{ get; set; }"
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@@ -54,17 +54,17 @@ namespace Game.Network.Packets
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spell.Write(_worldPacket);
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}
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public int ScenarioID;
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public int CurrentStep = -1;
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public uint DifficultyID;
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public uint WaveCurrent;
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public uint WaveMax;
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public uint TimerDuration;
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public List<CriteriaProgressPkt> CriteriaProgress = new List<CriteriaProgressPkt>();
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public List<BonusObjectiveData> BonusObjectives = new List<BonusObjectiveData>();
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public List<uint> PickedSteps = new List<uint>();
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public List<ScenarioSpellUpdate> Spells = new List<ScenarioSpellUpdate>();
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public bool ScenarioComplete = false;
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public int ScenarioID { get; set; }
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public int CurrentStep { get; set; } = -1;
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public uint DifficultyID { get; set; }
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public uint WaveCurrent { get; set; }
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public uint WaveMax { get; set; }
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public uint TimerDuration { get; set; }
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public List<CriteriaProgressPkt> CriteriaProgress { get; set; } = new List<CriteriaProgressPkt>();
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public List<BonusObjectiveData> BonusObjectives { get; set; } = new List<BonusObjectiveData>();
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public List<uint> PickedSteps { get; set; } = new List<uint>();
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public List<ScenarioSpellUpdate> Spells { get; set; } = new List<ScenarioSpellUpdate>();
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public bool ScenarioComplete { get; set; } = false;
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}
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class ScenarioProgressUpdate : ServerPacket
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@@ -91,7 +91,7 @@ namespace Game.Network.Packets
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_worldPacket.WriteUInt32(ScenarioID);
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}
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public uint ScenarioID;
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public uint ScenarioID { get; set; }
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}
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class ScenarioBoot : ServerPacket
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@@ -106,9 +106,9 @@ namespace Game.Network.Packets
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_worldPacket.FlushBits();
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}
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public int ScenarioID;
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public int Unk1;
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public byte Unk2;
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public int ScenarioID { get; set; }
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public int Unk1 { get; set; }
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public byte Unk2 { get; set; }
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}
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class QueryScenarioPOI : ClientPacket
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@@ -122,7 +122,7 @@ namespace Game.Network.Packets
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MissingScenarioPOIs.Add(_worldPacket.ReadInt32());
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}
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public Array<int> MissingScenarioPOIs = new Array<int>(35);
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public Array<int> MissingScenarioPOIs { get; set; } = new Array<int>(35);
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}
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class ScenarioPOIs : ServerPacket
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@@ -159,7 +159,7 @@ namespace Game.Network.Packets
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}
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}
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public List<ScenarioPOIData> ScenarioPOIDataStats = new List<ScenarioPOIData>();
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public List<ScenarioPOIData> ScenarioPOIDataStats { get; set; } = new List<ScenarioPOIData>();
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}
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struct BonusObjectiveData
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@@ -171,8 +171,8 @@ namespace Game.Network.Packets
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data.FlushBits();
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}
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public int BonusObjectiveID;
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public bool ObjectiveComplete;
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public int BonusObjectiveID { get; set; }
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public bool ObjectiveComplete { get; set; }
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}
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class ScenarioSpellUpdate
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@@ -184,13 +184,13 @@ namespace Game.Network.Packets
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data.FlushBits();
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}
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public uint SpellID;
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public bool Usable = true;
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public uint SpellID { get; set; }
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public bool Usable { get; set; } = true;
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}
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struct ScenarioPOIData
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{
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public int CriteriaTreeID;
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public List<ScenarioPOI> ScenarioPOIs;
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public int CriteriaTreeID { get; set; }
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public List<ScenarioPOI> ScenarioPOIs { get; set; }
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}
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}
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