Adds BufferReader and BufferWriter. Updates UOP handling. (#101)
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98 changed files with 2458 additions and 2185 deletions
110
Projects/Server/Events/CharacterCreatedEvent.cs
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110
Projects/Server/Events/CharacterCreatedEvent.cs
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/*************************************************************************
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* ModernUO *
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* Copyright (C) 2020 - ModernUO Development Team *
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* Email: hi@modernuo.com *
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* File: CharacterCreatedEvent.cs *
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* Created: 2020/04/11 - Updated: 2020/04/11 *
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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 3 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License for more details. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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*************************************************************************/
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using System;
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using Server.Accounting;
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using Server.Network;
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namespace Server
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{
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public class CharacterCreatedEventArgs : EventArgs
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{
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public CharacterCreatedEventArgs(NetState state, IAccount a, string name, bool female, int hue, int str, int dex,
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int intel, CityInfo city, SkillNameValue[] skills, int shirtHue, int pantsHue, int hairID, int hairHue,
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int beardID, int beardHue, int profession, Race race)
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{
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State = state;
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Account = a;
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Name = name;
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Female = female;
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Hue = hue;
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Str = str;
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Dex = dex;
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Int = intel;
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City = city;
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Skills = skills;
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ShirtHue = shirtHue;
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PantsHue = pantsHue;
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HairID = hairID;
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HairHue = hairHue;
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BeardID = beardID;
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BeardHue = beardHue;
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Profession = profession;
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Race = race;
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}
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public NetState State{ get; }
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public IAccount Account{ get; }
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public Mobile Mobile{ get; set; }
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public string Name{ get; }
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public bool Female{ get; }
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public int Hue{ get; }
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public int Str{ get; }
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public int Dex{ get; }
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public int Int{ get; }
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public CityInfo City{ get; }
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public SkillNameValue[] Skills{ get; }
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public int ShirtHue{ get; }
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public int PantsHue{ get; }
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public int HairID{ get; }
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public int HairHue{ get; }
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public int BeardID{ get; }
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public int BeardHue{ get; }
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public int Profession{ get; set; }
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public Race Race{ get; }
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}
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public struct SkillNameValue
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{
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public SkillName Name{ get; }
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public int Value{ get; }
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public SkillNameValue(SkillName name, int value)
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{
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Name = name;
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Value = value;
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}
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}
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public static partial class EventSink {
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public static event Action<CharacterCreatedEventArgs> CharacterCreated;
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public static void InvokeCharacterCreated(CharacterCreatedEventArgs e) => CharacterCreated?.Invoke(e);
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}
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}
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