Some cleanups. (might break build for scripts as they are a WIP)
This commit is contained in:
@@ -91,7 +91,7 @@ namespace Game.Maps
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// at this moment i_clientGUIDs have guids that not iterate at grid level checks
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// but exist one case when this possible and object not out of range: transports
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Transport transport = i_player.GetTransport<Transport>();
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if (transport)
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if (transport != null)
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{
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foreach (var obj in transport.GetPassengers())
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{
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@@ -197,10 +197,10 @@ namespace Game.Maps
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{
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DynamicObject dynamicObject = objs[i];
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Unit caster = dynamicObject.GetCaster();
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if (caster)
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if (caster != null)
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{
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Player pl = caster.ToPlayer();
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if (pl && pl.seerView == dynamicObject)
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if (pl != null && pl.seerView == dynamicObject)
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pl.UpdateVisibilityOf(i_objects);
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}
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}
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@@ -277,7 +277,7 @@ namespace Game.Maps
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Creature creature = objs[i];
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CreatureUnitRelocationWorker(i_creature, creature);
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if (!creature.IsNeedNotify(NotifyFlags.VisibilityChanged))
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if (creature.IsNeedNotify(NotifyFlags.VisibilityChanged))
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CreatureUnitRelocationWorker(creature, i_creature);
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}
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}
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@@ -320,7 +320,7 @@ namespace Game.Maps
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for (var i = 0; i < objs.Count; ++i)
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{
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Creature creature = objs[i];
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if (!creature.IsNeedNotify(NotifyFlags.VisibilityChanged))
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if (creature.IsNeedNotify(NotifyFlags.VisibilityChanged))
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continue;
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CreatureRelocationNotifier relocate = new(creature);
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@@ -439,7 +439,7 @@ namespace Game.Maps
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for (var i = 0; i < objs.Count; ++i)
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{
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Creature creature = objs[i];
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if (!creature.InSamePhase(i_phaseShift))
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if (creature.InSamePhase(i_phaseShift))
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continue;
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if ((!required3dDist ? creature.GetExactDist2dSq(i_source) : creature.GetExactDistSq(i_source)) > i_distSq)
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@@ -468,10 +468,10 @@ namespace Game.Maps
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// Send packet back to the caster if the caster has vision of dynamic object
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Unit caster = dynamicObject.GetCaster();
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if (caster)
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if (caster != null)
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{
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Player player = caster.ToPlayer();
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if (player && player.seerView == dynamicObject)
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if (player != null && player.seerView == dynamicObject)
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SendPacket(player);
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}
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}
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@@ -524,7 +524,7 @@ namespace Game.Maps
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SendPacket(visionPlayer);
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}
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if (player.seerView == player || player.GetVehicle())
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if (player.seerView == player || player.GetVehicle() != null)
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SendPacket(player);
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}
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}
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@@ -534,7 +534,7 @@ namespace Game.Maps
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for (var i = 0; i < objs.Count; ++i)
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{
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Creature creature = objs[i];
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if (!creature.InSamePhase(i_phaseShift))
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if (creature.InSamePhase(i_phaseShift))
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continue;
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if (creature.GetExactDist2dSq(i_source) > i_distSq)
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@@ -566,7 +566,7 @@ namespace Game.Maps
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{
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// Send packet back to the caster if the caster has vision of dynamic object
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Player player = caster.ToPlayer();
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if (player && player.seerView == dynamicObject)
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if (player != null && player.seerView == dynamicObject)
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SendPacket(player);
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}
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}
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@@ -839,7 +839,7 @@ namespace Game.Maps
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for (var i = 0; i < objs.Count; ++i)
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{
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Creature creature = objs[i];
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if (!creature.GetSharedVisionList().Empty())
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if (creature.GetSharedVisionList().Empty())
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{
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foreach (var visionPlayer in creature.GetSharedVisionList())
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BuildPacket(visionPlayer);
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@@ -1007,7 +1007,7 @@ namespace Game.Maps
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return;
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// already found
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if (i_object)
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if (i_object != null)
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return;
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for (var i = 0; i < objs.Count; ++i)
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@@ -1030,7 +1030,7 @@ namespace Game.Maps
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return;
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// already found
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if (i_object)
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if (i_object != null)
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return;
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for (var i = 0; i < objs.Count; ++i)
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@@ -1053,13 +1053,13 @@ namespace Game.Maps
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return;
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// already found
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if (i_object)
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if (i_object != null)
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return;
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for (var i = 0; i < objs.Count; ++i)
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{
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Creature creature = objs[i];
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if (!creature.InSamePhase(i_phaseShift))
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if (creature.InSamePhase(i_phaseShift))
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continue;
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if (i_check.Invoke(creature))
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@@ -1076,7 +1076,7 @@ namespace Game.Maps
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return;
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// already found
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if (i_object)
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if (i_object != null)
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return;
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for (var i = 0; i < objs.Count; ++i)
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@@ -1099,7 +1099,7 @@ namespace Game.Maps
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return;
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// already found
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if (i_object)
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if (i_object != null)
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return;
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for (var i = 0; i < objs.Count; ++i)
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@@ -1122,7 +1122,7 @@ namespace Game.Maps
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return;
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// already found
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if (i_object)
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if (i_object != null)
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return;
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for (var i = 0; i < objs.Count; ++i)
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@@ -1145,7 +1145,7 @@ namespace Game.Maps
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return;
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// already found
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if (i_object)
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if (i_object != null)
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return;
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for (var i = 0; i < objs.Count; ++i)
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@@ -1168,7 +1168,7 @@ namespace Game.Maps
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return;
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// already found
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if (i_object)
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if (i_object != null)
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return;
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for (var i = 0; i < objs.Count; ++i)
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@@ -1242,7 +1242,7 @@ namespace Game.Maps
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for (var i = 0; i < objs.Count; ++i)
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{
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Creature creature = objs[i];
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if (!creature.InSamePhase(i_phaseShift))
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if (creature.InSamePhase(i_phaseShift))
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continue;
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if (i_check.Invoke(creature))
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@@ -1468,7 +1468,7 @@ namespace Game.Maps
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public override void Visit(IList<GameObject> objs)
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{
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// already found
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if (i_object)
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if (i_object != null)
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return;
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for (var i = 0; i < objs.Count; ++i)
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@@ -1574,7 +1574,7 @@ namespace Game.Maps
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for (var i = 0; i < objs.Count; ++i)
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{
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Creature creature = objs[i];
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if (!creature.InSamePhase(i_phaseShift))
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if (creature.InSamePhase(i_phaseShift))
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continue;
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if (i_check.Invoke(creature))
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@@ -1618,7 +1618,7 @@ namespace Game.Maps
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for (var i = 0; i < objs.Count; ++i)
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{
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Creature creature = objs[i];
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if (!creature.InSamePhase(i_phaseShift))
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if (creature.InSamePhase(i_phaseShift))
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continue;
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if (i_check.Invoke(creature))
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@@ -1680,13 +1680,13 @@ namespace Game.Maps
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public override void Visit(IList<Creature> objs)
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{
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// already found
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if (i_object)
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if (i_object != null)
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return;
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for (var i = 0; i < objs.Count; ++i)
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{
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Creature creature = objs[i];
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if (!creature.InSamePhase(i_phaseShift))
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if (creature.InSamePhase(i_phaseShift))
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continue;
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if (i_check.Invoke(creature))
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@@ -1717,7 +1717,7 @@ namespace Game.Maps
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for (var i = 0; i < objs.Count; ++i)
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{
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Creature creature = objs[i];
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if (!creature.InSamePhase(i_phaseShift))
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if (creature.InSamePhase(i_phaseShift))
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continue;
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if (i_check.Invoke(creature))
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@@ -1768,7 +1768,7 @@ namespace Game.Maps
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public override void Visit(IList<Player> objs)
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{
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// already found
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if (i_object)
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if (i_object != null)
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return;
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for (var i = 0; i < objs.Count; ++i)
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@@ -2804,7 +2804,7 @@ namespace Game.Maps
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public bool Invoke(T obj)
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{
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return obj.ToUnit() && obj.ToUnit().HasAura(_spellId, _casterGUID) == _present;
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return obj.ToUnit() != null && obj.ToUnit().HasAura(_spellId, _casterGUID) == _present;
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}
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public static implicit operator Predicate<T>(UnitAuraCheck<T> unit)
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@@ -3033,15 +3033,15 @@ namespace Game.Maps
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public virtual bool Invoke(T obj)
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{
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Player player = obj.ToPlayer();
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if (player)
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if (player != null)
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return !player.IsAlive() && !player.HasAuraType(AuraType.Ghost) && i_searchObj.IsWithinDistInMap(player, i_range);
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Creature creature = obj.ToCreature();
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if (creature)
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if (creature != null)
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return !creature.IsAlive() && i_searchObj.IsWithinDistInMap(creature, i_range);
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Corpse corpse = obj.ToCorpse();
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if (corpse)
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if (corpse != null)
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return corpse.GetCorpseType() != CorpseType.Bones && i_searchObj.IsWithinDistInMap(corpse, i_range);
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return false;
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@@ -3074,7 +3074,7 @@ namespace Game.Maps
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return false;
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Creature creature = obj.ToCreature();
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if (creature)
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if (creature != null)
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return !creature.IsPet();
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return true;
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