Core/Map: Change all foreach loops over objects in maps to for loops, Fixes Collection was modified enumeration operation may not execute
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@@ -202,10 +202,10 @@ namespace Game.Maps
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class ObjectGridStoper : Notifier
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{
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public override void Visit(IList<Creature> objs)
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{
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{
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// stop any fights at grid de-activation and remove dynobjects/areatriggers created at cast by creatures
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for (var i = 0; i < objs.Count; ++i)
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{
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{
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Creature creature = objs[i];
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creature.RemoveAllDynObjects();
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creature.RemoveAllAreaTriggers();
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@@ -240,11 +240,11 @@ namespace Game.Maps
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{
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for (var i = 0; i < objs.Count; ++i)
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{
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GameObject go = objs[i];
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GameObject gameObject = objs[i];
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// gameobject in unloading grid can have respawn point in another grid
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// if it will be unloaded then it will not respawn in original grid until unload/load original grid
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// move to respawn point to prevent this case. For player view in respawn grid this will be normal respawn.
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go.GetMap().GameObjectRespawnRelocation(go, true);
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gameObject.GetMap().GameObjectRespawnRelocation(gameObject, true);
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}
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}
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}
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@@ -254,8 +254,10 @@ namespace Game.Maps
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{
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public override void Visit(IList<WorldObject> objs)
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{
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foreach (var obj in objs)
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for (var i = 0; i < objs.Count; ++i)
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{
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WorldObject obj = objs[i];
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if (obj.IsTypeId(TypeId.Player))
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continue;
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@@ -269,8 +271,10 @@ namespace Game.Maps
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{
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public override void Visit(IList<WorldObject> objs)
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{
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foreach (var obj in objs)
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for (var i = 0; i < objs.Count; ++i)
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{
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WorldObject obj = objs[i];
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if (obj.IsTypeId(TypeId.Corpse))
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continue;
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