Core/DataStores: Updated hotfix packet structures to 9.1.5
Port From (https://github.com/TrinityCore/TrinityCore/commit/78e627e413cb4ff34402fbb2e7a4668d434cd226)
This commit is contained in:
@@ -663,7 +663,7 @@ namespace Game.DataStorage
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{
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uint oldMSTime = Time.GetMSTime();
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SQLResult result = DB.Hotfix.Query("SELECT Id, TableHash, RecordId, Status FROM hotfix_data ORDER BY Id");
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SQLResult result = DB.Hotfix.Query("SELECT Id, UniqueId, TableHash, RecordId, Status FROM hotfix_data ORDER BY Id");
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if (result.IsEmpty())
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{
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Log.outInfo(LogFilter.ServerLoading, "Loaded 0 hotfix info entries.");
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@@ -676,9 +676,10 @@ namespace Game.DataStorage
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do
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{
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int id = result.Read<int>(0);
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uint tableHash = result.Read<uint>(1);
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int recordId = result.Read<int>(2);
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HotfixRecord.Status status = (HotfixRecord.Status)result.Read<byte>(3);
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uint uniqueId = result.Read<uint>(1);
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uint tableHash = result.Read<uint>(2);
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int recordId = result.Read<int>(3);
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HotfixRecord.Status status = (HotfixRecord.Status)result.Read<byte>(4);
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if (status == HotfixRecord.Status.Valid && !_storage.ContainsKey(tableHash))
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{
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if (!_hotfixBlob.Any(p => p.ContainsKey((tableHash, recordId))))
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@@ -691,7 +692,8 @@ namespace Game.DataStorage
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HotfixRecord hotfixRecord = new();
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hotfixRecord.TableHash = tableHash;
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hotfixRecord.RecordID = recordId;
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hotfixRecord.HotfixID = id;
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hotfixRecord.ID.PushID = id;
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hotfixRecord.ID.UniqueID = uniqueId;
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hotfixRecord.HotfixStatus = status;
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_hotfixData.Add(id, hotfixRecord);
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deletedRecords[(tableHash, recordId)] = status == HotfixRecord.Status.RecordRemoved;
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@@ -1096,22 +1098,22 @@ namespace Game.DataStorage
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case 1:
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return points.Count < 4 ? CurveInterpolationMode.Cosine : CurveInterpolationMode.CatmullRom;
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case 2:
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{
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switch (points.Count)
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{
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switch (points.Count)
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{
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case 1:
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return CurveInterpolationMode.Constant;
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case 2:
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return CurveInterpolationMode.Linear;
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case 3:
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return CurveInterpolationMode.Bezier3;
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case 4:
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return CurveInterpolationMode.Bezier4;
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default:
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break;
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}
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return CurveInterpolationMode.Bezier;
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case 1:
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return CurveInterpolationMode.Constant;
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case 2:
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return CurveInterpolationMode.Linear;
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case 3:
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return CurveInterpolationMode.Bezier3;
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case 4:
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return CurveInterpolationMode.Bezier4;
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default:
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break;
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}
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return CurveInterpolationMode.Bezier;
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}
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case 3:
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return CurveInterpolationMode.Cosine;
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default:
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@@ -1131,96 +1133,96 @@ namespace Game.DataStorage
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switch (DetermineCurveType(curve, points))
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{
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case CurveInterpolationMode.Linear:
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{
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int pointIndex = 0;
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while (pointIndex < points.Count && points[pointIndex].Pos.X <= x)
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++pointIndex;
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if (pointIndex == 0)
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return points[0].Pos.Y;
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if (pointIndex >= points.Count)
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return points.Last().Pos.Y;
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float xDiff = points[pointIndex].Pos.X - points[pointIndex - 1].Pos.X;
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if (xDiff == 0.0)
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return points[pointIndex].Pos.Y;
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return (((x - points[pointIndex - 1].Pos.X) / xDiff) * (points[pointIndex].Pos.Y - points[pointIndex - 1].Pos.Y)) + points[pointIndex - 1].Pos.Y;
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}
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{
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int pointIndex = 0;
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while (pointIndex < points.Count && points[pointIndex].Pos.X <= x)
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++pointIndex;
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if (pointIndex == 0)
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return points[0].Pos.Y;
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if (pointIndex >= points.Count)
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return points.Last().Pos.Y;
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float xDiff = points[pointIndex].Pos.X - points[pointIndex - 1].Pos.X;
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if (xDiff == 0.0)
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return points[pointIndex].Pos.Y;
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return (((x - points[pointIndex - 1].Pos.X) / xDiff) * (points[pointIndex].Pos.Y - points[pointIndex - 1].Pos.Y)) + points[pointIndex - 1].Pos.Y;
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}
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case CurveInterpolationMode.Cosine:
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{
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int pointIndex = 0;
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while (pointIndex < points.Count && points[pointIndex].Pos.X <= x)
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++pointIndex;
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if (pointIndex == 0)
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return points[0].Pos.Y;
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if (pointIndex >= points.Count)
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return points.Last().Pos.Y;
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float xDiff = points[pointIndex].Pos.X - points[pointIndex - 1].Pos.X;
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if (xDiff == 0.0)
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return points[pointIndex].Pos.Y;
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return (float)((points[pointIndex].Pos.Y - points[pointIndex - 1].Pos.Y) * (1.0f - Math.Cos((x - points[pointIndex - 1].Pos.X) / xDiff * Math.PI)) * 0.5f) + points[pointIndex - 1].Pos.Y;
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}
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{
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int pointIndex = 0;
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while (pointIndex < points.Count && points[pointIndex].Pos.X <= x)
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++pointIndex;
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if (pointIndex == 0)
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return points[0].Pos.Y;
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if (pointIndex >= points.Count)
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return points.Last().Pos.Y;
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float xDiff = points[pointIndex].Pos.X - points[pointIndex - 1].Pos.X;
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if (xDiff == 0.0)
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return points[pointIndex].Pos.Y;
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return (float)((points[pointIndex].Pos.Y - points[pointIndex - 1].Pos.Y) * (1.0f - Math.Cos((x - points[pointIndex - 1].Pos.X) / xDiff * Math.PI)) * 0.5f) + points[pointIndex - 1].Pos.Y;
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}
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case CurveInterpolationMode.CatmullRom:
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{
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int pointIndex = 1;
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while (pointIndex < points.Count && points[pointIndex].Pos.X <= x)
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++pointIndex;
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if (pointIndex == 1)
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return points[1].Pos.Y;
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if (pointIndex >= points.Count - 1)
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return points[^2].Pos.Y;
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float xDiff = points[pointIndex].Pos.X - points[pointIndex - 1].Pos.X;
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if (xDiff == 0.0)
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return points[pointIndex].Pos.Y;
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{
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int pointIndex = 1;
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while (pointIndex < points.Count && points[pointIndex].Pos.X <= x)
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++pointIndex;
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if (pointIndex == 1)
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return points[1].Pos.Y;
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if (pointIndex >= points.Count - 1)
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return points[^2].Pos.Y;
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float xDiff = points[pointIndex].Pos.X - points[pointIndex - 1].Pos.X;
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if (xDiff == 0.0)
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return points[pointIndex].Pos.Y;
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float mu = (x - points[pointIndex - 1].Pos.X) / xDiff;
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float a0 = -0.5f * points[pointIndex - 2].Pos.Y + 1.5f * points[pointIndex - 1].Pos.Y - 1.5f * points[pointIndex].Pos.Y + 0.5f * points[pointIndex + 1].Pos.Y;
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float a1 = points[pointIndex - 2].Pos.Y - 2.5f * points[pointIndex - 1].Pos.Y + 2.0f * points[pointIndex].Pos.Y - 0.5f * points[pointIndex + 1].Pos.Y;
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float a2 = -0.5f * points[pointIndex - 2].Pos.Y + 0.5f * points[pointIndex].Pos.Y;
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float a3 = points[pointIndex - 1].Pos.Y;
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float mu = (x - points[pointIndex - 1].Pos.X) / xDiff;
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float a0 = -0.5f * points[pointIndex - 2].Pos.Y + 1.5f * points[pointIndex - 1].Pos.Y - 1.5f * points[pointIndex].Pos.Y + 0.5f * points[pointIndex + 1].Pos.Y;
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float a1 = points[pointIndex - 2].Pos.Y - 2.5f * points[pointIndex - 1].Pos.Y + 2.0f * points[pointIndex].Pos.Y - 0.5f * points[pointIndex + 1].Pos.Y;
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float a2 = -0.5f * points[pointIndex - 2].Pos.Y + 0.5f * points[pointIndex].Pos.Y;
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float a3 = points[pointIndex - 1].Pos.Y;
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return a0 * mu * mu * mu + a1 * mu * mu + a2 * mu + a3;
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}
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return a0 * mu * mu * mu + a1 * mu * mu + a2 * mu + a3;
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}
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case CurveInterpolationMode.Bezier3:
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{
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float xDiff = points[2].Pos.X - points[0].Pos.X;
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if (xDiff == 0.0)
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return points[1].Pos.Y;
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float mu = (x - points[0].Pos.X) / xDiff;
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return ((1.0f - mu) * (1.0f - mu) * points[0].Pos.Y) + (1.0f - mu) * 2.0f * mu * points[1].Pos.Y + mu * mu * points[2].Pos.Y;
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}
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{
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float xDiff = points[2].Pos.X - points[0].Pos.X;
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if (xDiff == 0.0)
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return points[1].Pos.Y;
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float mu = (x - points[0].Pos.X) / xDiff;
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return ((1.0f - mu) * (1.0f - mu) * points[0].Pos.Y) + (1.0f - mu) * 2.0f * mu * points[1].Pos.Y + mu * mu * points[2].Pos.Y;
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}
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case CurveInterpolationMode.Bezier4:
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{
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float xDiff = points[3].Pos.X - points[0].Pos.X;
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if (xDiff == 0.0)
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return points[1].Pos.Y;
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float mu = (x - points[0].Pos.X) / xDiff;
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return (1.0f - mu) * (1.0f - mu) * (1.0f - mu) * points[0].Pos.Y
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+ 3.0f * mu * (1.0f - mu) * (1.0f - mu) * points[1].Pos.Y
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+ 3.0f * mu * mu * (1.0f - mu) * points[2].Pos.Y
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+ mu * mu * mu * points[3].Pos.Y;
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}
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{
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float xDiff = points[3].Pos.X - points[0].Pos.X;
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if (xDiff == 0.0)
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return points[1].Pos.Y;
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float mu = (x - points[0].Pos.X) / xDiff;
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return (1.0f - mu) * (1.0f - mu) * (1.0f - mu) * points[0].Pos.Y
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+ 3.0f * mu * (1.0f - mu) * (1.0f - mu) * points[1].Pos.Y
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+ 3.0f * mu * mu * (1.0f - mu) * points[2].Pos.Y
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+ mu * mu * mu * points[3].Pos.Y;
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}
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case CurveInterpolationMode.Bezier:
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{
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float xDiff = points.Last().Pos.X - points[0].Pos.X;
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if (xDiff == 0.0f)
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return points.Last().Pos.Y;
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float[] tmp = new float[points.Count];
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for (int c = 0; c < points.Count; ++c)
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tmp[c] = points[c].Pos.Y;
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float mu = (x - points[0].Pos.X) / xDiff;
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int i = points.Count - 1;
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while (i > 0)
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{
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float xDiff = points.Last().Pos.X - points[0].Pos.X;
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if (xDiff == 0.0f)
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return points.Last().Pos.Y;
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float[] tmp = new float[points.Count];
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for (int c = 0; c < points.Count; ++c)
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tmp[c] = points[c].Pos.Y;
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float mu = (x - points[0].Pos.X) / xDiff;
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int i = points.Count - 1;
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while (i > 0)
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for (int k = 0; k < i; ++k)
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{
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for (int k = 0; k < i; ++k)
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{
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float val = tmp[k] + mu * (tmp[k + 1] - tmp[k]);
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tmp[k] = val;
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}
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--i;
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float val = tmp[k] + mu * (tmp[k + 1] - tmp[k]);
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tmp[k] = val;
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}
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return tmp[0];
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--i;
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}
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return tmp[0];
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}
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case CurveInterpolationMode.Constant:
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return points[0].Pos.Y;
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default:
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@@ -1889,7 +1891,7 @@ namespace Game.DataStorage
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public List<QuestPackageItemRecord> GetQuestPackageItems(uint questPackageID)
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{
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if( _questPackages.ContainsKey(questPackageID))
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if (_questPackages.ContainsKey(questPackageID))
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return _questPackages[questPackageID].Item1;
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return null;
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@@ -2340,7 +2342,7 @@ namespace Game.DataStorage
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MultiMap<int, HotfixRecord> _hotfixData = new();
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Dictionary<(uint tableHash, int recordId), byte[]>[] _hotfixBlob = new Dictionary<(uint tableHash, int recordId), byte[]>[(int)Locale.Total];
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MultiMap<uint, Tuple<uint, AllowedHotfixOptionalData>> _allowedHotfixOptionalData = new();
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MultiMap<(uint tableHash, int recordId), HotfixOptionalData>[]_hotfixOptionalData = new MultiMap<(uint tableHash, int recordId), HotfixOptionalData>[(int)Locale.Total];
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MultiMap<(uint tableHash, int recordId), HotfixOptionalData>[] _hotfixOptionalData = new MultiMap<(uint tableHash, int recordId), HotfixOptionalData>[(int)Locale.Total];
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MultiMap<uint, uint> _areaGroupMembers = new();
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MultiMap<uint, ArtifactPowerRecord> _artifactPowers = new();
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@@ -2378,7 +2380,7 @@ namespace Game.DataStorage
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Dictionary<uint, ItemChildEquipmentRecord> _itemChildEquipment = new();
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ItemClassRecord[] _itemClassByOldEnum = new ItemClassRecord[19];
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List<uint> _itemsWithCurrencyCost = new();
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MultiMap<uint, ItemLimitCategoryConditionRecord> _itemCategoryConditions = new();
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MultiMap<uint, ItemLimitCategoryConditionRecord> _itemCategoryConditions = new();
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MultiMap<uint, ItemLevelSelectorQualityRecord> _itemLevelQualitySelectorQualities = new();
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Dictionary<uint, ItemModifiedAppearanceRecord> _itemModifiedAppearancesByItem = new();
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MultiMap<uint, uint> _itemToBonusTree = new();
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@@ -2586,21 +2588,21 @@ namespace Game.DataStorage
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{
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public uint TableHash;
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public int RecordID;
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public int HotfixID;
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public HotfixId ID;
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public Status HotfixStatus = Status.Invalid;
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public void Write(WorldPacket data)
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{
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ID.Write(data);
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data.WriteUInt32(TableHash);
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data.WriteInt32(RecordID);
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data.WriteInt32(HotfixID);
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}
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public void Read(WorldPacket data)
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{
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ID.Read(data);
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TableHash = data.ReadUInt32();
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RecordID = data.ReadInt32();
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HotfixID = data.ReadInt32();
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}
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public enum Status
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@@ -2613,6 +2615,24 @@ namespace Game.DataStorage
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}
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}
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public struct HotfixId
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{
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public int PushID;
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public uint UniqueID;
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public void Write(WorldPacket data)
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{
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data.WriteInt32(PushID);
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data.WriteUInt32(UniqueID);
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}
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public void Read(WorldPacket data)
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{
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PushID = data.ReadInt32();
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UniqueID = data.ReadUInt32();
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}
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}
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public class HotfixOptionalData
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{
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public uint Key;
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@@ -89,8 +89,8 @@ namespace Game.Networking.Packets
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_worldPacket.WriteUInt32(VirtualRealmAddress);
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_worldPacket.WriteInt32(Hotfixes.Keys.Count);
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foreach (var key in Hotfixes.Keys)
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_worldPacket.WriteInt32(key);
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foreach (var record in Hotfixes.Values)
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record.ID.Write(_worldPacket);
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}
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public uint VirtualRealmAddress;
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Reference in New Issue
Block a user