#W# Initial Commit: Avatars Conquest
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8eae46895e
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307
Scripts/Mobiles/Towns/Citizens/Citizen.cs
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307
Scripts/Mobiles/Towns/Citizens/Citizen.cs
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using System;
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using System.Collections;
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using Server.Items;
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using Server.ContextMenus;
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using Server.Misc;
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using Server.Network;
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namespace Server.Mobiles
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{
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public class Citizen : BaseCreature
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{
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public override bool ClickTitle{ get{ return false; } }
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public override bool ShowFameTitle { get { return false; } }
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public override bool DeleteCorpseOnDeath{ get{ return true; } }
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public DateTime m_NextTalk;
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public DateTime NextTalk{ get{ return m_NextTalk; } set{ m_NextTalk = value; } }
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public override void OnMovement( Mobile m, Point3D oldLocation )
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{
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if ( DateTime.Now >= m_NextTalk && InRange( m, 30 ) )
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{
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if ( Utility.RandomBool() ){ Server.Misc.CitizenTalking.CitizenTalk( this ); }
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m_NextTalk = (DateTime.Now + TimeSpan.FromSeconds( Utility.RandomMinMax( 15, 45 ) ));
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if ( this is CitizenNorth || this is CitizenSouth || this is CitizenEast || this is CitizenWest )
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Server.Misc.CitizenDressing.RemoveMyGear( this );
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}
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}
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[Constructable]
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public Citizen() : base( AIType.AI_Citizen, FightMode.None, 10, 1, 0.2, 0.4 )
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{
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SpeechHue = Utility.RandomSpeechHue();
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Title = Server.Misc.CitizenTitles.CitizenTitle( this );
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Hue = Utility.RandomSkinHue();
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CantWalk = true;
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NameHue = Utility.RandomOrangeHue();
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Invulnerable = true;
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Clan = Clan.Citizen;
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SetStr( 300 );
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SetDex( 300 );
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SetInt( 300 );
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SetDamage( 30, 50 );
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int hair = Utility.RandomHairHue();
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if ( this.Female = Utility.RandomBool() )
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{
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Body = 0x191;
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Name = NameList.RandomName( "female" );
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}
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else
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{
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Body = 0x190;
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Name = NameList.RandomName( "male" );
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if ( Utility.RandomBool() ){ Utility.AssignRandomFacialHair( this, hair ); }
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}
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Utility.AssignRandomHair( this, hair );
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Server.Misc.CitizenDressing.CitizenDress( this, 0 );
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}
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public override void OnThink()
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{
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}
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public override bool IsEnemy( Mobile m )
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{
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return false;
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}
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public Citizen( Serial serial ) : base( serial )
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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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}
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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 AdventurerEast : Citizen
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{
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[Constructable]
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public AdventurerEast() : base( )
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{
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Direction = Direction.East;
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}
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public AdventurerEast( Serial serial ) : base( serial )
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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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}
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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 AdventurerWest : Citizen
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{
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[Constructable]
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public AdventurerWest() : base( )
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{
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Direction = Direction.West;
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}
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public AdventurerWest( Serial serial ) : base( serial )
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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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}
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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 AdventurerSouth : Citizen
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{
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[Constructable]
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public AdventurerSouth() : base( )
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{
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Direction = Direction.South;
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}
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public AdventurerSouth( Serial serial ) : base( serial )
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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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}
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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 AdventurerNorth : Citizen
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{
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[Constructable]
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public AdventurerNorth() : base( )
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{
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Direction = Direction.North;
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}
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public AdventurerNorth( Serial serial ) : base( serial )
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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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}
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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 CitizenEast : Citizen
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{
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[Constructable]
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public CitizenEast() : base( )
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{
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Direction = Direction.East;
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}
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public CitizenEast( Serial serial ) : base( serial )
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{
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}
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public override void OnAfterSpawn()
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{
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base.OnAfterSpawn();
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Server.Misc.CitizenDressing.RemoveMyGear( this );
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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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}
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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 CitizenWest : Citizen
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{
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[Constructable]
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public CitizenWest() : base( )
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{
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Direction = Direction.West;
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}
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public CitizenWest( Serial serial ) : base( serial )
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{
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}
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public override void OnAfterSpawn()
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{
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base.OnAfterSpawn();
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Server.Misc.CitizenDressing.RemoveMyGear( this );
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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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}
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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 CitizenSouth : Citizen
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{
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[Constructable]
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public CitizenSouth() : base( )
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{
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Direction = Direction.South;
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}
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public CitizenSouth( Serial serial ) : base( serial )
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{
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}
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public override void OnAfterSpawn()
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{
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base.OnAfterSpawn();
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Server.Misc.CitizenDressing.RemoveMyGear( this );
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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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}
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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 CitizenNorth : Citizen
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{
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[Constructable]
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public CitizenNorth() : base( )
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{
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Direction = Direction.North;
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}
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public CitizenNorth( Serial serial ) : base( serial )
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{
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}
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public override void OnThink()
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{
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Server.Misc.CitizenDressing.RemoveMyGear( this );
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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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}
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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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