#W# Virtue Tome and Shrines fast travel system done.
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4 changed files with 382 additions and 13 deletions
239
Scripts/Items/VirtueShrineController.cs
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239
Scripts/Items/VirtueShrineController.cs
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using System;
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using Server;
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using Server.Items;
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using Server.Mobiles;
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using Server.Network;
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namespace Server.Items
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{
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public class ShrineController : Item
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{
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private VirtueName m_Shrine;
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[CommandProperty( AccessLevel.GameMaster )]
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public VirtueName Shrine
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{
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get { return m_Shrine; }
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set { m_Shrine = value; InvalidateProperties(); }
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}
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[Constructable]
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public ShrineController() : this( VirtueName.Compassion )
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{
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}
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[Constructable]
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public ShrineController( VirtueName shrine ) : base( 0x1BC3 )
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{
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m_Shrine = shrine;
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Name = shrine.ToString() + " Shrine Controller";
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Movable = false;
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Visible = false;
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}
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public ShrineController( Serial serial ) : base( serial )
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{
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}
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public override bool HandlesOnSpeech { get { return true; } }
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public override void OnSpeech( SpeechEventArgs e )
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{
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if ( e.Handled || !e.Mobile.InRange( this.GetWorldLocation(), 5 ) )
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return;
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string speech = e.Speech.ToLower().Trim();
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string mantra = GetMantra( m_Shrine );
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if ( speech == mantra )
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{
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PlayerMobile pm = e.Mobile as PlayerMobile;
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if ( pm != null )
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{
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foreach ( Item item in pm.Backpack.Items )
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{
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if ( item is VirtueSigil && ((VirtueSigil)item).Shrine == m_Shrine )
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{
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pm.SendMessage( 33, "You already possess the sigil for this shrine." );
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return;
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}
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}
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pm.SendMessage( 63, "The shrine recognizes your devotion and grants you a sigil!" );
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pm.PlaySound( 0x244 );
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Effects.SendLocationParticles( EffectItem.Create( pm.Location, pm.Map, EffectItem.DefaultDuration ), 0x376A, 10, 10, 2023 );
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pm.AddToBackpack( new VirtueSigil( m_Shrine ) );
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e.Handled = true;
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}
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}
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}
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private string GetMantra( VirtueName virtue )
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{
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switch ( virtue )
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{
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case VirtueName.Compassion: return "mu";
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case VirtueName.Honesty: return "ahm";
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case VirtueName.Honor: return "summ";
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case VirtueName.Humility: return "lum";
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case VirtueName.Justice: return "beh";
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case VirtueName.Sacrifice: return "cah";
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case VirtueName.Spirituality: return "om";
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case VirtueName.Valor: return "ra";
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default: return "om";
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}
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int) 0 ); // version
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writer.Write( (int) m_Shrine );
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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int version = reader.ReadInt();
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m_Shrine = (VirtueName)reader.ReadInt();
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}
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}
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public class CompassionController : ShrineController
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{
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[Constructable] public CompassionController() : base( VirtueName.Compassion ) { }
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public CompassionController( Serial serial ) : base( serial ) { }
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int) 0 );
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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int version = reader.ReadInt();
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}
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}
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public class HonestyController : ShrineController
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{
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[Constructable] public HonestyController() : base( VirtueName.Honesty ) { }
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public HonestyController( Serial serial ) : base( serial ) { }
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int) 0 );
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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int version = reader.ReadInt();
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}
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}
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public class HonorController : ShrineController
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{
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[Constructable] public HonorController() : base( VirtueName.Honor ) { }
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public HonorController( Serial serial ) : base( serial ) { }
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int) 0 );
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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int version = reader.ReadInt();
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}
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}
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public class HumilityController : ShrineController
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{
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[Constructable] public HumilityController() : base( VirtueName.Humility ) { }
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public HumilityController( Serial serial ) : base( serial ) { }
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int) 0 );
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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int version = reader.ReadInt();
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}
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}
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public class JusticeController : ShrineController
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{
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[Constructable] public JusticeController() : base( VirtueName.Justice ) { }
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public JusticeController( Serial serial ) : base( serial ) { }
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int) 0 );
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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int version = reader.ReadInt();
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}
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}
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public class SacrificeController : ShrineController
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{
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[Constructable] public SacrificeController() : base( VirtueName.Sacrifice ) { }
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public SacrificeController( Serial serial ) : base( serial ) { }
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int) 0 );
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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int version = reader.ReadInt();
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}
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}
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public class SpiritualityController : ShrineController
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{
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[Constructable] public SpiritualityController() : base( VirtueName.Spirituality ) { }
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public SpiritualityController( Serial serial ) : base( serial ) { }
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int) 0 );
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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int version = reader.ReadInt();
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}
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}
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public class ValorController : ShrineController
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{
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[Constructable] public ValorController() : base( VirtueName.Valor ) { }
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public ValorController( Serial serial ) : base( serial ) { }
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int) 0 );
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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int version = reader.ReadInt();
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}
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}
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}
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