More Cleanup from Code Analysis
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@@ -14,9 +14,11 @@
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* You should have received a copy of the GNU General Public License
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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*/
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using System;
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namespace Framework.Constants
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namespace Framework.Constants
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{
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{
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[Flags]
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public enum RealmFlags
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public enum RealmFlags
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{
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{
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None = 0x00,
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None = 0x00,
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@@ -126,7 +126,6 @@ namespace System.Collections.Generic
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list = listCopy;
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list = listCopy;
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}
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}
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public static T SelectRandom<T>(this IEnumerable<T> source)
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public static T SelectRandom<T>(this IEnumerable<T> source)
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{
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{
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return source.SelectRandom(1).Single();
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return source.SelectRandom(1).Single();
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@@ -359,7 +359,7 @@ namespace Game.Combat
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public void update()
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public void update()
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{
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{
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if (iDirty && threatList.Count > 1)
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if (iDirty && threatList.Count > 1)
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threatList.OrderByDescending(p => p.getThreat());
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threatList = threatList.OrderByDescending(p => p.getThreat()).ToList();
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iDirty = false;
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iDirty = false;
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}
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}
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@@ -149,8 +149,8 @@ namespace Game.DataStorage
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_curvePoints[curvePoint.CurveID].Add(curvePoint);
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_curvePoints[curvePoint.CurveID].Add(curvePoint);
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}
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}
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foreach (var key in _curvePoints.Keys)
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foreach (var key in _curvePoints.Keys.ToList())
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_curvePoints[key].OrderBy(point => point.Index);
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_curvePoints[key] = _curvePoints[key].OrderBy(point => point.Index).ToList();
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foreach (EmotesTextSoundRecord emoteTextSound in CliDB.EmotesTextSoundStorage.Values)
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foreach (EmotesTextSoundRecord emoteTextSound in CliDB.EmotesTextSoundStorage.Values)
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_emoteTextSounds[Tuple.Create((uint)emoteTextSound.EmotesTextId, emoteTextSound.RaceId, emoteTextSound.SexId, emoteTextSound.ClassId)] = emoteTextSound;
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_emoteTextSounds[Tuple.Create((uint)emoteTextSound.EmotesTextId, emoteTextSound.RaceId, emoteTextSound.SexId, emoteTextSound.ClassId)] = emoteTextSound;
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@@ -124,19 +124,19 @@ namespace Game.Entities
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angle += 2 * MathFunctions.PI;
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angle += 2 * MathFunctions.PI;
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// Look for position around 2 second ahead of us.
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// Look for position around 2 second ahead of us.
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uint workDiff = m_cinematicDiff;
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int workDiff = (int)m_cinematicDiff;
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// Modify result based on camera direction (Humans for example, have the camera point behind)
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// Modify result based on camera direction (Humans for example, have the camera point behind)
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workDiff += (uint)((2 * Time.InMilliseconds) * Math.Cos(angle));
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workDiff += (int)((2 * Time.InMilliseconds) * Math.Cos(angle));
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// Get an iterator to the last entry in the cameras, to make sure we don't go beyond the end
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// Get an iterator to the last entry in the cameras, to make sure we don't go beyond the end
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var endItr = m_cinematicCamera.LastOrDefault();
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var endItr = m_cinematicCamera.LastOrDefault();
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if (endItr != null && workDiff > endItr.timeStamp)
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if (endItr != null && workDiff > endItr.timeStamp)
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workDiff = endItr.timeStamp;
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workDiff = (int)endItr.timeStamp;
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// Never try to go back in time before the start of cinematic!
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// Never try to go back in time before the start of cinematic!
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if (workDiff < 0)
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if (workDiff < 0)
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workDiff = m_cinematicDiff;
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workDiff = (int)m_cinematicDiff;
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// Obtain the previous and next waypoint based on timestamp
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// Obtain the previous and next waypoint based on timestamp
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foreach (FlyByCamera cam in m_cinematicCamera)
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foreach (FlyByCamera cam in m_cinematicCamera)
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@@ -153,11 +153,11 @@ namespace Game.Entities
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// Never try to go beyond the end of the cinematic
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// Never try to go beyond the end of the cinematic
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if (workDiff > nextTimestamp)
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if (workDiff > nextTimestamp)
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workDiff = nextTimestamp;
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workDiff = (int)nextTimestamp;
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// Interpolate the position for this moment in time (or the adjusted moment in time)
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// Interpolate the position for this moment in time (or the adjusted moment in time)
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uint timeDiff = nextTimestamp - lastTimestamp;
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uint timeDiff = nextTimestamp - lastTimestamp;
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uint interDiff = workDiff - lastTimestamp;
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uint interDiff = (uint)(workDiff - lastTimestamp);
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float xDiff = nextPosition.posX - lastPosition.posX;
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float xDiff = nextPosition.posX - lastPosition.posX;
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float yDiff = nextPosition.posY - lastPosition.posY;
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float yDiff = nextPosition.posY - lastPosition.posY;
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float zDiff = nextPosition.posZ - lastPosition.posZ;
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float zDiff = nextPosition.posZ - lastPosition.posZ;
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@@ -89,8 +89,9 @@ namespace Game.Spells
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if (visuals != null)
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if (visuals != null)
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_visuals = visuals;
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_visuals = visuals;
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// sort all visuals so that the ones without a condition requirement are last on the list
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// sort all visuals so that the ones without a condition requirement are last on the list
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foreach (var key in _visuals.Keys)
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foreach (var key in _visuals.Keys.ToList())
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_visuals[key] = _visuals[key].OrderByDescending(x => x.PlayerConditionID).ToList();
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_visuals[key] = _visuals[key].OrderByDescending(x => x.PlayerConditionID).ToList();
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// SpellScalingEntry
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// SpellScalingEntry
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