fix: Cleans up LINQ calls. (#965)
- [X] Removes several `ToList()` uses with `PooledRefQueue` - [X] Adds a `PeekRandom` to PooledRefQueue - [X] Updates EV/BS so they dispel each other in a more efficient manner. - [X] Fixes Firebomb so it works like a normal firefield. - [X] Fixes field spells so they aren't unnecessarily using a Point3D ref more than necessary. - [X] Removes extra allocation in campfire by using reverse loop. - [X] Removes other LINQ calls that aren't needed.
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40 changed files with 585 additions and 447 deletions
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@ -30,14 +30,16 @@ namespace Server.Spells.Third
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SpellHelper.GetSurfaceTop(ref p);
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var eastToWest = SpellHelper.GetEastToWest(Caster.Location, p);
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var loc = new Point3D(p);
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Effects.PlaySound(new Point3D(p), Caster.Map, 0x1F6);
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var eastToWest = SpellHelper.GetEastToWest(Caster.Location, loc);
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Effects.PlaySound(loc, Caster.Map, 0x1F6);
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for (var i = -1; i <= 1; ++i)
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{
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var loc = new Point3D(eastToWest ? p.X + i : p.X, eastToWest ? p.Y : p.Y + i, p.Z);
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var canFit = SpellHelper.AdjustField(ref loc, Caster.Map, 22, true);
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var targetLoc = new Point3D(eastToWest ? p.X + i : p.X, eastToWest ? p.Y : p.Y + i, p.Z);
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var canFit = SpellHelper.AdjustField(ref targetLoc, Caster.Map, 22, true);
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// Effects.SendLocationParticles( EffectItem.Create( loc, Caster.Map, EffectItem.DefaultDuration ), 0x376A, 9, 10, 5025 );
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@ -46,7 +48,7 @@ namespace Server.Spells.Third
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continue;
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}
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Item item = new InternalItem(loc, Caster.Map, Caster);
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Item item = new InternalItem(targetLoc, Caster.Map, Caster);
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Effects.SendLocationParticles(item, 0x376A, 9, 10, 5025);
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