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refactor(Core): Clean (#22583)
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@@ -91,7 +91,7 @@ GraveyardStruct const* Graveyard::GetDefaultGraveyard(TeamId teamId)
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ALLIANCE_GRAVEYARD = 4, // Westfall
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};
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return sGraveyard->GetGraveyard(teamId == TEAM_HORDE ? HORDE_GRAVEYARD : ALLIANCE_GRAVEYARD);
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return GetGraveyard(teamId == TEAM_HORDE ? HORDE_GRAVEYARD : ALLIANCE_GRAVEYARD);
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}
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GraveyardStruct const* Graveyard::GetClosestGraveyard(Player* player, TeamId teamId, bool nearCorpse)
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@@ -100,7 +100,7 @@ GraveyardStruct const* Graveyard::GetClosestGraveyard(Player* player, TeamId tea
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sScriptMgr->OnPlayerBeforeChooseGraveyard(player, teamId, nearCorpse, graveyardOverride);
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if (graveyardOverride)
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{
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return sGraveyard->GetGraveyard(graveyardOverride);
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return GetGraveyard(graveyardOverride);
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}
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WorldLocation loc = player->GetWorldLocation();
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@@ -182,7 +182,7 @@ GraveyardStruct const* Graveyard::GetClosestGraveyard(Player* player, TeamId tea
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for (; range.first != range.second; ++range.first)
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{
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GraveyardData const& graveyardLink = range.first->second;
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GraveyardStruct const* entry = sGraveyard->GetGraveyard(graveyardLink.safeLocId);
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GraveyardStruct const* entry = GetGraveyard(graveyardLink.safeLocId);
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if (!entry)
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{
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LOG_ERROR("sql.sql", "Table `graveyard_zone` has record for not existing `game_graveyard` table {}, skipped.", graveyardLink.safeLocId);
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@@ -388,7 +388,7 @@ void Graveyard::LoadGraveyardZones()
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uint32 team = fields[2].Get<uint16>();
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TeamId teamId = team == 0 ? TEAM_NEUTRAL : (team == ALLIANCE ? TEAM_ALLIANCE : TEAM_HORDE);
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GraveyardStruct const* entry = sGraveyard->GetGraveyard(safeLocId);
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GraveyardStruct const* entry = GetGraveyard(safeLocId);
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if (!entry)
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{
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LOG_ERROR("sql.sql", "Table `graveyard_zone` has a record for not existing `game_graveyard` table {}, skipped.", safeLocId);
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