Remove custom OptionalType and use the default c# nullable type.
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@@ -17,9 +17,10 @@
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using Framework.Constants;
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using Framework.Dynamic;
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using Game.BattleGrounds;
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using Game.Entities;
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using Game.Networking.Packets;
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using Game.BattleGrounds;
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using System;
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namespace Game.Arenas
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{
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@@ -44,7 +45,7 @@ namespace Game.Arenas
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for (int i = DalaranSewersObjectTypes.Buff1; i <= DalaranSewersObjectTypes.Buff2; ++i)
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SpawnBGObject(i, 60);
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_events.ScheduleEvent(DalaranSewersEvents.WaterfallWarning, RandomHelper.URand(DalaranSewersData.WaterfallTimerMin, DalaranSewersData.WaterfallTimerMax));
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_events.ScheduleEvent(DalaranSewersEvents.WaterfallWarning, DalaranSewersData.WaterfallTimerMin, DalaranSewersData.WaterfallTimerMax);
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_events.ScheduleEvent(DalaranSewersEvents.PipeKnockback, DalaranSewersData.PipeKnockbackFirstDelay);
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SpawnBGObject(DalaranSewersObjectTypes.Water2, BattlegroundConst.RespawnImmediately);
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@@ -148,7 +149,7 @@ namespace Game.Arenas
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DoorOpen(DalaranSewersObjectTypes.Water1);
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DoorOpen(DalaranSewersObjectTypes.Water2);
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_events.CancelEvent(DalaranSewersEvents.WaterfallKnockback);
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_events.ScheduleEvent(DalaranSewersEvents.WaterfallWarning, RandomHelper.URand(DalaranSewersData.WaterfallTimerMin, DalaranSewersData.WaterfallTimerMax));
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_events.ScheduleEvent(DalaranSewersEvents.WaterfallWarning, DalaranSewersData.WaterfallTimerMin, DalaranSewersData.WaterfallTimerMax);
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break;
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case DalaranSewersEvents.WaterfallKnockback:
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{
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@@ -218,14 +219,14 @@ namespace Game.Arenas
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struct DalaranSewersData
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{
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// These values are NOT blizzlike... need the correct data!
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public const uint WaterfallTimerMin = 30000;
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public const uint WaterfallTimerMax = 60000;
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public const uint WaterWarningDuration = 5000;
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public const uint WaterfallDuration = 30000;
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public const uint WaterfallKnockbackTimer = 1500;
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public static TimeSpan WaterfallTimerMin = TimeSpan.FromSeconds(30);
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public static TimeSpan WaterfallTimerMax = TimeSpan.FromSeconds(60);
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public static TimeSpan WaterWarningDuration = TimeSpan.FromSeconds(5);
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public static TimeSpan WaterfallDuration = TimeSpan.FromSeconds(30);
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public static TimeSpan WaterfallKnockbackTimer = TimeSpan.FromSeconds(1.5);
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public const uint PipeKnockbackFirstDelay = 5000;
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public const uint PipeKnockbackDelay = 3000;
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public static TimeSpan PipeKnockbackFirstDelay = TimeSpan.FromSeconds(5);
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public static TimeSpan PipeKnockbackDelay = TimeSpan.FromSeconds(3);
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public const uint PipeKnockbackTotalCount = 2;
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public const uint NpcWaterSpout = 28567;
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@@ -17,9 +17,10 @@
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using Framework.Constants;
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using Framework.Dynamic;
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using Game.BattleGrounds;
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using Game.Entities;
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using Game.Networking.Packets;
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using Game.BattleGrounds;
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using System;
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namespace Game.Arenas
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{
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@@ -95,7 +96,7 @@ namespace Game.Arenas
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DoorOpen(RingofValorObjectTypes.Elevator1);
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DoorOpen(RingofValorObjectTypes.Elevator2);
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_events.ScheduleEvent(RingofValorEvents.OpenFences, 20133);
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_events.ScheduleEvent(RingofValorEvents.OpenFences, TimeSpan.FromSeconds(20));
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// Should be false at first, TogglePillarCollision will do it.
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TogglePillarCollision(true);
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@@ -141,17 +142,17 @@ namespace Game.Arenas
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// Open fire (only at game start)
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for (byte i = RingofValorObjectTypes.Fire1; i <= RingofValorObjectTypes.Firedoor2; ++i)
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DoorOpen(i);
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_events.ScheduleEvent(RingofValorEvents.CloseFire, 5000);
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_events.ScheduleEvent(RingofValorEvents.CloseFire, TimeSpan.FromSeconds(5));
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break;
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case RingofValorEvents.CloseFire:
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for (byte i = RingofValorObjectTypes.Fire1; i <= RingofValorObjectTypes.Firedoor2; ++i)
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DoorClose(i);
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// Fire got closed after five seconds, leaves twenty seconds before toggling pillars
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_events.ScheduleEvent(RingofValorEvents.SwitchPillars, 20000);
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_events.ScheduleEvent(RingofValorEvents.SwitchPillars, TimeSpan.FromSeconds(20));
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break;
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case RingofValorEvents.SwitchPillars:
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TogglePillarCollision(true);
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_events.Repeat(25000);
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_events.Repeat(TimeSpan.FromSeconds(25));
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break;
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}
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});
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