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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@@ -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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