Core/Refactor: Part 2
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@@ -148,8 +148,9 @@ namespace Game.Network.Packets
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data.WriteInt32(PrimaryTalentTree);
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data.WriteInt32(PrimaryTalentTreeNameIndex);
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data.WriteInt32(PlayerRace);
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if (!Stats.Empty())
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Stats.ForEach(id => data.WriteUInt32(id));
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foreach (var id in Stats)
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data.WriteUInt32(id);
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data.WriteBit(Faction);
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data.WriteBit(IsInWorld);
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@@ -366,8 +367,9 @@ namespace Game.Network.Packets
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_worldPacket.WriteUInt8(MinLevel);
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_worldPacket.WriteUInt8(MaxLevel);
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_worldPacket.WriteUInt32(Battlefields.Count);
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if (!Battlefields.Empty())
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Battlefields.ForEach(field => _worldPacket.WriteInt32(field));
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foreach (var field in Battlefields)
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_worldPacket.WriteInt32(field);
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_worldPacket.WriteBit(PvpAnywhere);
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_worldPacket.WriteBit(HasRandomWinToday);
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@@ -464,8 +466,9 @@ namespace Game.Network.Packets
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public override void Write()
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{
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_worldPacket .WriteUInt32(FlagCarriers.Count);
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FlagCarriers.ForEach(pos => pos.Write(_worldPacket));
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_worldPacket.WriteUInt32(FlagCarriers.Count);
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foreach (var pos in FlagCarriers)
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pos.Write(_worldPacket);
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}
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public List<BattlegroundPlayerPosition> FlagCarriers = new List<BattlegroundPlayerPosition>();
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