Fixes Script loading.
Some cleanup on array Clear Misc errors
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@@ -1559,10 +1559,10 @@ namespace Game.Entities
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// This makes sure that creatures such as bosses wont have a bigger aggro range than the rest of the npc's
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// The following code is used for blizzlike behavior such as skipable bosses (e.g. Commander Springvale at level 85)
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if (creatureLevel > expansionMaxLevel)
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aggroRadius += expansionMaxLevel - playerLevel;
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aggroRadius += (float)expansionMaxLevel - (float)playerLevel;
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// + - 1 yard for each level difference between player and creature
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else
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aggroRadius += creatureLevel - playerLevel;
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aggroRadius += (float)creatureLevel - (float)playerLevel;
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// Make sure that we wont go over the total range limits
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if (aggroRadius > maxRadius)
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@@ -170,7 +170,7 @@ namespace Game.Entities
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public override string ToString()
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{
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string str = string.Format("GUID Full: 0x{0}, Type: {1}", _low, GetHigh());
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string str = string.Format("GUID Full: 0x{0}, Type: {1}", _high + _low, GetHigh());
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if (HasEntry())
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str += (IsPet() ? " Pet number: " : " Entry: ") + GetEntry() + " ";
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@@ -107,7 +107,7 @@ namespace Game.Entities
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uint m_removedAurasCount;
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//General
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Array<DiminishingReturn> m_Diminishing = new Array<DiminishingReturn>((int)DiminishingGroup.Max);
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DiminishingReturn[] m_Diminishing = new DiminishingReturn[(int)DiminishingGroup.Max];
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protected List<GameObject> m_gameObj = new List<GameObject>();
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List<AreaTrigger> m_areaTrigger = new List<AreaTrigger>();
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protected List<DynamicObject> m_dynObj = new List<DynamicObject>();
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@@ -140,6 +140,7 @@ namespace Game.Entities
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public class DiminishingReturn
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{
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public DiminishingReturn() { }
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public DiminishingReturn(uint hitTime, DiminishingLevels hitCount)
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{
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Stack = 0;
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@@ -2811,6 +2811,8 @@ namespace Game.Entities
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{
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// Checking for existing in the table
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DiminishingReturn diminish = m_Diminishing[(int)group];
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if (diminish == null)
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diminish = new DiminishingReturn();
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if (apply)
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++diminish.Stack;
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@@ -2891,7 +2893,7 @@ namespace Game.Entities
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}
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public void UpdateInterruptMask()
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{
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m_interruptMask.Initialize();
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m_interruptMask.Clear();
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foreach (AuraApplication aurApp in m_interruptableAuras)
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{
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for (var i = 0; i < m_interruptMask.Length; ++i)
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