#W# Initial Commit: Avatars Conquest
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319
Source/Sector.cs
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319
Source/Sector.cs
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/***************************************************************************
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* Sector.cs
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* -------------------
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* begin : May 1, 2002
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* copyright : (C) The RunUO Software Team
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* email : info@runuo.com
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*
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* $Id$
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*
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***************************************************************************/
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/***************************************************************************
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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***************************************************************************/
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Server.Items;
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using Server.Network;
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namespace Server {
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public class RegionRect : IComparable {
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private Region m_Region;
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private Rectangle3D m_Rect;
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public Region Region { get { return m_Region; } }
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public Rectangle3D Rect { get { return m_Rect; } }
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public RegionRect( Region region, Rectangle3D rect ) {
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m_Region = region;
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m_Rect = rect;
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}
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public bool Contains( Point3D loc ) {
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return m_Rect.Contains( loc );
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}
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int IComparable.CompareTo( object obj ) {
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if ( obj == null )
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return 1;
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RegionRect regRect = obj as RegionRect;
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if ( regRect == null )
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throw new ArgumentException( "obj is not a RegionRect", "obj" );
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return ( ( IComparable ) m_Region ).CompareTo( regRect.m_Region );
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}
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}
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public class Sector {
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private int m_X, m_Y;
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private Map m_Owner;
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private List<Mobile> m_Mobiles;
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private List<Mobile> m_Players;
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private List<Item> m_Items;
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private List<NetState> m_Clients;
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private List<BaseMulti> m_Multis;
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private List<RegionRect> m_RegionRects;
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private bool m_Active;
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// TODO: Can we avoid this?
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private static List<Mobile> m_DefaultMobileList = new List<Mobile>();
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private static List<Item> m_DefaultItemList = new List<Item>();
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private static List<NetState> m_DefaultClientList = new List<NetState>();
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private static List<BaseMulti> m_DefaultMultiList = new List<BaseMulti>();
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private static List<RegionRect> m_DefaultRectList = new List<RegionRect>();
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public Sector( int x, int y, Map owner ) {
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m_X = x;
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m_Y = y;
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m_Owner = owner;
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m_Active = false;
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}
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private void Add<T>( ref List<T> list, T value ) {
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if ( list == null ) {
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list = new List<T>();
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}
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list.Add( value );
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}
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private void Remove<T>( ref List<T> list, T value ) {
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if ( list != null ) {
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list.Remove( value );
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if ( list.Count == 0 ) {
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list = null;
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}
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}
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}
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private void Replace<T>( ref List<T> list, T oldValue, T newValue ) {
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if ( oldValue != null && newValue != null ) {
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int index = ( list != null ? list.IndexOf( oldValue ) : -1 );
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if ( index >= 0 ) {
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list[index] = newValue;
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} else {
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Add( ref list, newValue );
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}
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} else if ( oldValue != null ) {
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Remove( ref list, oldValue );
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} else if ( newValue != null ) {
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Add( ref list, newValue );
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}
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}
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public void OnClientChange( NetState oldState, NetState newState ) {
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Replace( ref m_Clients, oldState, newState );
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}
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public void OnEnter( Item item ) {
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Add( ref m_Items, item );
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}
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public void OnLeave( Item item ) {
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Remove( ref m_Items, item );
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}
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public void OnEnter( Mobile mob ) {
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Add( ref m_Mobiles, mob );
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if ( mob.NetState != null ) {
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Add( ref m_Clients, mob.NetState );
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}
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if ( mob.Player ) {
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if ( m_Players == null ) {
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m_Owner.ActivateSectors( m_X, m_Y );
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}
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Add( ref m_Players, mob );
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}
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}
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public void OnLeave( Mobile mob ) {
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Remove( ref m_Mobiles, mob );
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if ( mob.NetState != null ) {
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Remove( ref m_Clients, mob.NetState );
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}
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if ( mob.Player && m_Players != null ) {
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Remove( ref m_Players, mob );
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if ( m_Players == null ) {
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m_Owner.DeactivateSectors( m_X, m_Y );
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}
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}
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}
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public void OnEnter( Region region, Rectangle3D rect ) {
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Add( ref m_RegionRects, new RegionRect( region, rect ) );
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m_RegionRects.Sort();
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UpdateMobileRegions();
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}
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public void OnLeave( Region region ) {
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if ( m_RegionRects != null ) {
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for ( int i = m_RegionRects.Count - 1; i >= 0; i-- ) {
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RegionRect regRect = m_RegionRects[i];
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if ( regRect.Region == region ) {
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m_RegionRects.RemoveAt( i );
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}
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}
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if ( m_RegionRects.Count == 0 ) {
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m_RegionRects = null;
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}
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}
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UpdateMobileRegions();
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}
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private void UpdateMobileRegions() {
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if ( m_Mobiles != null ) {
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List<Mobile> sandbox = new List<Mobile>( m_Mobiles );
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foreach ( Mobile mob in sandbox ) {
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mob.UpdateRegion();
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}
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}
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}
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public void OnMultiEnter( BaseMulti multi ) {
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Add( ref m_Multis, multi );
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}
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public void OnMultiLeave( BaseMulti multi ) {
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Remove( ref m_Multis, multi );
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}
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public void Activate() {
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if ( !Active && m_Owner != Map.Internal ) {
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if ( m_Items != null ) {
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foreach ( Item item in m_Items ) {
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item.OnSectorActivate();
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}
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}
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if ( m_Mobiles != null ) {
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foreach ( Mobile mob in m_Mobiles ) {
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mob.OnSectorActivate();
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}
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}
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m_Active = true;
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}
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}
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public void Deactivate() {
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if ( Active ) {
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if ( m_Items != null ) {
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foreach ( Item item in m_Items ) {
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item.OnSectorDeactivate();
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}
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}
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if ( m_Mobiles != null ) {
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foreach ( Mobile mob in m_Mobiles ) {
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mob.OnSectorDeactivate();
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}
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}
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m_Active = false;
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}
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}
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public List<RegionRect> RegionRects {
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get {
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if ( m_RegionRects == null )
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return m_DefaultRectList;
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return m_RegionRects;
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}
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}
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public List<BaseMulti> Multis {
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get {
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if ( m_Multis == null )
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return m_DefaultMultiList;
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return m_Multis;
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}
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}
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public List<Mobile> Mobiles {
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get {
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if ( m_Mobiles == null )
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return m_DefaultMobileList;
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return m_Mobiles;
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}
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}
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public List<Item> Items {
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get {
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if ( m_Items == null )
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return m_DefaultItemList;
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return m_Items;
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}
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}
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public List<NetState> Clients {
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get {
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if ( m_Clients == null )
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return m_DefaultClientList;
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return m_Clients;
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}
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}
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public List<Mobile> Players {
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get {
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if ( m_Players == null )
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return m_DefaultMobileList;
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return m_Players;
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}
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}
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public bool Active {
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get {
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return ( m_Active && m_Owner != Map.Internal );
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}
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}
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public Map Owner {
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get {
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return m_Owner;
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}
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}
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public int X {
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get {
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return m_X;
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}
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}
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public int Y {
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get {
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return m_Y;
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}
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}
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}
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}
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