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https://github.com/mod-playerbots/azerothcore-wotlk.git
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refactor(Core/Game): restyle game lib with astyle (#3466)
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@@ -81,88 +81,88 @@ class Quest;
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class GameEventMgr
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{
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private:
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GameEventMgr();
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~GameEventMgr() {};
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private:
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GameEventMgr();
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~GameEventMgr() {};
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public:
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static GameEventMgr* instance();
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public:
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static GameEventMgr* instance();
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typedef std::set<uint16> ActiveEvents;
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typedef std::vector<GameEventData> GameEventDataMap;
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ActiveEvents const& GetActiveEventList() const { return m_ActiveEvents; }
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GameEventDataMap const& GetEventMap() const { return mGameEvent; }
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bool CheckOneGameEvent(uint16 entry) const;
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uint32 NextCheck(uint16 entry) const;
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void LoadFromDB();
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void LoadHolidayDates();
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uint32 Update();
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bool IsActiveEvent(uint16 event_id) { return (m_ActiveEvents.find(event_id) != m_ActiveEvents.end()); }
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uint32 StartSystem();
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void Initialize();
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void StartArenaSeason();
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void StartInternalEvent(uint16 event_id);
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bool StartEvent(uint16 event_id, bool overwrite = false);
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void StopEvent(uint16 event_id, bool overwrite = false);
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void HandleQuestComplete(uint32 quest_id); // called on world event type quest completions
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uint32 GetNPCFlag(Creature* cr);
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private:
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void SendWorldStateUpdate(Player* player, uint16 event_id);
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void AddActiveEvent(uint16 event_id) { m_ActiveEvents.insert(event_id); }
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void RemoveActiveEvent(uint16 event_id) { m_ActiveEvents.erase(event_id); }
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void ApplyNewEvent(uint16 event_id);
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void UnApplyEvent(uint16 event_id);
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void GameEventSpawn(int16 event_id);
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void GameEventUnspawn(int16 event_id);
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void ChangeEquipOrModel(int16 event_id, bool activate);
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void UpdateEventQuests(uint16 event_id, bool activate);
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void UpdateWorldStates(uint16 event_id, bool Activate);
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void UpdateEventNPCFlags(uint16 event_id);
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void UpdateEventNPCVendor(uint16 event_id, bool activate);
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void UpdateBattlegroundSettings();
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void RunSmartAIScripts(uint16 event_id, bool activate); //! Runs SMART_EVENT_GAME_EVENT_START/_END SAI
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bool CheckOneGameEventConditions(uint16 event_id);
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void SaveWorldEventStateToDB(uint16 event_id);
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bool hasCreatureQuestActiveEventExcept(uint32 quest_id, uint16 event_id);
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bool hasGameObjectQuestActiveEventExcept(uint32 quest_id, uint16 event_id);
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bool hasCreatureActiveEventExcept(uint32 creature_guid, uint16 event_id);
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bool hasGameObjectActiveEventExcept(uint32 go_guid, uint16 event_id);
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void SetHolidayEventTime(GameEventData& event);
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typedef std::set<uint16> ActiveEvents;
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typedef std::vector<GameEventData> GameEventDataMap;
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ActiveEvents const& GetActiveEventList() const { return m_ActiveEvents; }
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GameEventDataMap const& GetEventMap() const { return mGameEvent; }
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bool CheckOneGameEvent(uint16 entry) const;
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uint32 NextCheck(uint16 entry) const;
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void LoadFromDB();
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void LoadHolidayDates();
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uint32 Update();
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bool IsActiveEvent(uint16 event_id) { return (m_ActiveEvents.find(event_id) != m_ActiveEvents.end()); }
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uint32 StartSystem();
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void Initialize();
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void StartArenaSeason();
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void StartInternalEvent(uint16 event_id);
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bool StartEvent(uint16 event_id, bool overwrite = false);
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void StopEvent(uint16 event_id, bool overwrite = false);
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void HandleQuestComplete(uint32 quest_id); // called on world event type quest completions
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uint32 GetNPCFlag(Creature* cr);
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private:
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void SendWorldStateUpdate(Player* player, uint16 event_id);
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void AddActiveEvent(uint16 event_id) { m_ActiveEvents.insert(event_id); }
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void RemoveActiveEvent(uint16 event_id) { m_ActiveEvents.erase(event_id); }
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void ApplyNewEvent(uint16 event_id);
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void UnApplyEvent(uint16 event_id);
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void GameEventSpawn(int16 event_id);
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void GameEventUnspawn(int16 event_id);
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void ChangeEquipOrModel(int16 event_id, bool activate);
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void UpdateEventQuests(uint16 event_id, bool activate);
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void UpdateWorldStates(uint16 event_id, bool Activate);
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void UpdateEventNPCFlags(uint16 event_id);
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void UpdateEventNPCVendor(uint16 event_id, bool activate);
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void UpdateBattlegroundSettings();
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void RunSmartAIScripts(uint16 event_id, bool activate); //! Runs SMART_EVENT_GAME_EVENT_START/_END SAI
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bool CheckOneGameEventConditions(uint16 event_id);
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void SaveWorldEventStateToDB(uint16 event_id);
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bool hasCreatureQuestActiveEventExcept(uint32 quest_id, uint16 event_id);
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bool hasGameObjectQuestActiveEventExcept(uint32 quest_id, uint16 event_id);
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bool hasCreatureActiveEventExcept(uint32 creature_guid, uint16 event_id);
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bool hasGameObjectActiveEventExcept(uint32 go_guid, uint16 event_id);
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void SetHolidayEventTime(GameEventData& event);
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typedef std::list<uint32> GuidList;
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typedef std::list<uint32> IdList;
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typedef std::vector<GuidList> GameEventGuidMap;
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typedef std::vector<IdList> GameEventIdMap;
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typedef std::pair<uint32, ModelEquip> ModelEquipPair;
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typedef std::list<ModelEquipPair> ModelEquipList;
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typedef std::vector<ModelEquipList> GameEventModelEquipMap;
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typedef std::pair<uint32, uint32> QuestRelation;
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typedef std::list<QuestRelation> QuestRelList;
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typedef std::vector<QuestRelList> GameEventQuestMap;
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typedef std::list<NPCVendorEntry> NPCVendorList;
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typedef std::vector<NPCVendorList> GameEventNPCVendorMap;
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typedef std::map<uint32 /*quest id*/, GameEventQuestToEventConditionNum> QuestIdToEventConditionMap;
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typedef std::pair<uint32 /*guid*/, uint32 /*npcflag*/> GuidNPCFlagPair;
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typedef std::list<GuidNPCFlagPair> NPCFlagList;
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typedef std::vector<NPCFlagList> GameEventNPCFlagMap;
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typedef std::vector<uint32> GameEventBitmask;
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GameEventQuestMap mGameEventCreatureQuests;
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GameEventQuestMap mGameEventGameObjectQuests;
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GameEventNPCVendorMap mGameEventVendors;
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GameEventModelEquipMap mGameEventModelEquip;
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//GameEventGuidMap mGameEventCreatureGuids;
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//GameEventGuidMap mGameEventGameobjectGuids;
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GameEventIdMap mGameEventPoolIds;
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GameEventDataMap mGameEvent;
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GameEventBitmask mGameEventBattlegroundHolidays;
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QuestIdToEventConditionMap mQuestToEventConditions;
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GameEventNPCFlagMap mGameEventNPCFlags;
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ActiveEvents m_ActiveEvents;
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bool isSystemInit;
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public:
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GameEventGuidMap mGameEventCreatureGuids;
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GameEventGuidMap mGameEventGameobjectGuids;
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std::vector<uint32> modifiedHolidays;
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typedef std::list<uint32> GuidList;
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typedef std::list<uint32> IdList;
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typedef std::vector<GuidList> GameEventGuidMap;
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typedef std::vector<IdList> GameEventIdMap;
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typedef std::pair<uint32, ModelEquip> ModelEquipPair;
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typedef std::list<ModelEquipPair> ModelEquipList;
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typedef std::vector<ModelEquipList> GameEventModelEquipMap;
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typedef std::pair<uint32, uint32> QuestRelation;
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typedef std::list<QuestRelation> QuestRelList;
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typedef std::vector<QuestRelList> GameEventQuestMap;
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typedef std::list<NPCVendorEntry> NPCVendorList;
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typedef std::vector<NPCVendorList> GameEventNPCVendorMap;
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typedef std::map<uint32 /*quest id*/, GameEventQuestToEventConditionNum> QuestIdToEventConditionMap;
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typedef std::pair<uint32 /*guid*/, uint32 /*npcflag*/> GuidNPCFlagPair;
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typedef std::list<GuidNPCFlagPair> NPCFlagList;
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typedef std::vector<NPCFlagList> GameEventNPCFlagMap;
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typedef std::vector<uint32> GameEventBitmask;
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GameEventQuestMap mGameEventCreatureQuests;
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GameEventQuestMap mGameEventGameObjectQuests;
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GameEventNPCVendorMap mGameEventVendors;
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GameEventModelEquipMap mGameEventModelEquip;
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//GameEventGuidMap mGameEventCreatureGuids;
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//GameEventGuidMap mGameEventGameobjectGuids;
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GameEventIdMap mGameEventPoolIds;
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GameEventDataMap mGameEvent;
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GameEventBitmask mGameEventBattlegroundHolidays;
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QuestIdToEventConditionMap mQuestToEventConditions;
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GameEventNPCFlagMap mGameEventNPCFlags;
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ActiveEvents m_ActiveEvents;
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bool isSystemInit;
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public:
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GameEventGuidMap mGameEventCreatureGuids;
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GameEventGuidMap mGameEventGameobjectGuids;
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std::vector<uint32> modifiedHolidays;
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};
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#define sGameEventMgr GameEventMgr::instance()
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