First try at updating command system to be like TC. Still needs alot of testing/work
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@@ -759,7 +759,7 @@ namespace Game.Entities
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AreaTriggerRePath reshape = new();
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reshape.TriggerGUID = GetGUID();
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reshape.AreaTriggerSpline.HasValue = true;
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reshape.AreaTriggerSpline.Value = new();
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reshape.AreaTriggerSpline.Value.ElapsedTimeForMovement = GetElapsedTimeForMovement();
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reshape.AreaTriggerSpline.Value.TimeToTarget = timeToTarget;
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reshape.AreaTriggerSpline.Value.Points = splinePoints;
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@@ -200,7 +200,7 @@ namespace Game.Entities
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itemPurchaseRefundResult.Result = error;
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if (error == 0)
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{
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itemPurchaseRefundResult.Contents.HasValue = true;
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itemPurchaseRefundResult.Contents.Value = new();
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itemPurchaseRefundResult.Contents.Value.Money = item.GetPaidMoney();
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for (byte i = 0; i < ItemConst.MaxItemExtCostItems; ++i) // item cost data
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{
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@@ -1836,7 +1836,7 @@ namespace Game.Entities
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transport = GetTransport();
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if (transport)
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{
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transferPending.Ship.HasValue = true;
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transferPending.Ship.Value = new();
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transferPending.Ship.Value.Id = transport.GetEntry();
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transferPending.Ship.Value.OriginMapID = (int)GetMapId();
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}
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@@ -4983,7 +4983,7 @@ namespace Game.Entities
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rewardEntry.Quantity = item.Quantity;
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if (!item.BonusListIDs.Empty())
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{
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rewardEntry.Item.ItemBonus.HasValue = true;
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rewardEntry.Item.ItemBonus.Value = new();
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rewardEntry.Item.ItemBonus.Value.BonusListIDs = item.BonusListIDs;
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}
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reward.Items.Add(rewardEntry);
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@@ -5012,7 +5012,7 @@ namespace Game.Entities
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rewardEntry.Quantity = item.Quantity;
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if (!item.BonusListIDs.Empty())
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{
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rewardEntry.Item.ItemBonus.HasValue = true;
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rewardEntry.Item.ItemBonus.Value = new();
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rewardEntry.Item.ItemBonus.Value.BonusListIDs = item.BonusListIDs;
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}
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