Core/Refactor: Part 2
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@@ -40,34 +40,34 @@ namespace Game
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Values[WorldCfg.EnableSinfoLogin] = GetDefaultValue("Server.LoginInfo", 0);
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// Read all rates from the config file
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Action<WorldCfg, string> setRegenRate = (rate, configKey) =>
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void SetRegenRate(WorldCfg rate, string configKey)
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{
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Values[rate] = GetDefaultValue(configKey, 1.0f);
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if ((float)Values[rate] < 0.0f)
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if ((float) Values[rate] < 0.0f)
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{
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Log.outError(LogFilter.ServerLoading, "{0} ({1}) must be > 0. Using 1 instead.", configKey, Values[rate]);
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Values[rate] = 1;
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}
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};
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}
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setRegenRate(WorldCfg.RateHealth, "Rate.Health");
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setRegenRate(WorldCfg.RatePowerMana, "Rate.Mana");
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setRegenRate(WorldCfg.RatePowerRageIncome, "Rate.Rage.Gain");
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setRegenRate(WorldCfg.RatePowerRageLoss, "Rate.Rage.Loss");
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setRegenRate(WorldCfg.RatePowerFocus, "Rate.Focus");
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setRegenRate(WorldCfg.RatePowerEnergy, "Rate.Energy");
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setRegenRate(WorldCfg.RatePowerComboPointsLoss, "Rate.ComboPoints.Loss");
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setRegenRate(WorldCfg.RatePowerRunicPowerIncome, "Rate.RunicPower.Gain");
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setRegenRate(WorldCfg.RatePowerRunicPowerLoss, "Rate.RunicPower.Loss");
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setRegenRate(WorldCfg.RatePowerSoulShards, "Rate.SoulShards.Loss");
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setRegenRate(WorldCfg.RatePowerLunarPower, "Rate.LunarPower.Loss");
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setRegenRate(WorldCfg.RatePowerHolyPower, "Rate.HolyPower.Loss");
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setRegenRate(WorldCfg.RatePowerMaelstrom, "Rate.Maelstrom.Loss");
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setRegenRate(WorldCfg.RatePowerChi, "Rate.Chi.Loss");
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setRegenRate(WorldCfg.RatePowerInsanity, "Rate.Insanity.Loss");
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setRegenRate(WorldCfg.RatePowerArcaneCharges, "Rate.ArcaneCharges.Loss");
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setRegenRate(WorldCfg.RatePowerFury, "Rate.Fury.Loss");
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setRegenRate(WorldCfg.RatePowerPain, "Rate.Pain.Loss");
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SetRegenRate(WorldCfg.RateHealth, "Rate.Health");
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SetRegenRate(WorldCfg.RatePowerMana, "Rate.Mana");
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SetRegenRate(WorldCfg.RatePowerRageIncome, "Rate.Rage.Gain");
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SetRegenRate(WorldCfg.RatePowerRageLoss, "Rate.Rage.Loss");
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SetRegenRate(WorldCfg.RatePowerFocus, "Rate.Focus");
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SetRegenRate(WorldCfg.RatePowerEnergy, "Rate.Energy");
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SetRegenRate(WorldCfg.RatePowerComboPointsLoss, "Rate.ComboPoints.Loss");
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SetRegenRate(WorldCfg.RatePowerRunicPowerIncome, "Rate.RunicPower.Gain");
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SetRegenRate(WorldCfg.RatePowerRunicPowerLoss, "Rate.RunicPower.Loss");
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SetRegenRate(WorldCfg.RatePowerSoulShards, "Rate.SoulShards.Loss");
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SetRegenRate(WorldCfg.RatePowerLunarPower, "Rate.LunarPower.Loss");
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SetRegenRate(WorldCfg.RatePowerHolyPower, "Rate.HolyPower.Loss");
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SetRegenRate(WorldCfg.RatePowerMaelstrom, "Rate.Maelstrom.Loss");
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SetRegenRate(WorldCfg.RatePowerChi, "Rate.Chi.Loss");
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SetRegenRate(WorldCfg.RatePowerInsanity, "Rate.Insanity.Loss");
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SetRegenRate(WorldCfg.RatePowerArcaneCharges, "Rate.ArcaneCharges.Loss");
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SetRegenRate(WorldCfg.RatePowerFury, "Rate.Fury.Loss");
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SetRegenRate(WorldCfg.RatePowerPain, "Rate.Pain.Loss");
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Values[WorldCfg.RateSkillDiscovery] = GetDefaultValue("Rate.Skill.Discovery", 1.0f);
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Values[WorldCfg.RateDropItemPoor] = GetDefaultValue("Rate.Drop.Item.Poor", 1.0f);
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@@ -1780,10 +1780,7 @@ namespace Game
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if (m_Autobroadcasts.Empty())
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return;
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var pair = m_Autobroadcasts.SelectRandomElementByWeight(autoPair =>
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{
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return autoPair.Value.Weight;
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});
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var pair = m_Autobroadcasts.SelectRandomElementByWeight(autoPair => autoPair.Value.Weight);
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uint abcenter = WorldConfig.GetUIntValue(WorldCfg.AutoBroadcastCenter);
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