Changes properties to use automatic property initializers
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623 changed files with 13072 additions and 19304 deletions
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@ -7,22 +7,13 @@ namespace Server.Factions
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{
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private Faction m_Faction;
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private Mobile m_Commander;
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private int m_Tithe;
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private int m_Silver;
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private List<PlayerState> m_Members;
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private Election m_Election;
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private List<FactionItem> m_FactionItems;
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private List<BaseFactionTrap> m_FactionTraps;
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private DateTime m_LastAtrophy;
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private const int BroadcastsPerPeriod = 2;
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private static readonly TimeSpan BroadcastPeriod = TimeSpan.FromHours( 1.0 );
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private DateTime[] m_LastBroadcasts = new DateTime[BroadcastsPerPeriod];
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public DateTime LastAtrophy{ get => m_LastAtrophy;
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set => m_LastAtrophy = value;
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}
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public DateTime LastAtrophy { get; set; }
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public bool FactionMessageReady
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{
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@ -38,17 +29,17 @@ namespace Server.Factions
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}
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}
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public bool IsAtrophyReady => DateTime.UtcNow >= (m_LastAtrophy + TimeSpan.FromHours( 47.0 ));
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public bool IsAtrophyReady => DateTime.UtcNow >= (LastAtrophy + TimeSpan.FromHours( 47.0 ));
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public int CheckAtrophy()
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{
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if ( DateTime.UtcNow < (m_LastAtrophy + TimeSpan.FromHours( 47.0 )) )
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if ( DateTime.UtcNow < (LastAtrophy + TimeSpan.FromHours( 47.0 )) )
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return 0;
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int distrib = 0;
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m_LastAtrophy = DateTime.UtcNow;
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LastAtrophy = DateTime.UtcNow;
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List<PlayerState> members = new List<PlayerState>( m_Members );
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List<PlayerState> members = new List<PlayerState>( Members );
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for ( int i = 0; i < members.Count; ++i )
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{
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@ -83,23 +74,11 @@ namespace Server.Factions
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}
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}
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public List<FactionItem> FactionItems
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{
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get => m_FactionItems;
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set => m_FactionItems = value;
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}
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public List<FactionItem> FactionItems { get; set; }
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public List<BaseFactionTrap> Traps
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{
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get => m_FactionTraps;
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set => m_FactionTraps = value;
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}
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public List<BaseFactionTrap> Traps { get; set; }
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public Election Election
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{
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get => m_Election;
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set => m_Election = value;
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}
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public Election Election { get; set; }
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public Mobile Commander
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{
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@ -127,32 +106,20 @@ namespace Server.Factions
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}
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}
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public int Tithe
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{
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get => m_Tithe;
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set => m_Tithe = value;
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}
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public int Tithe { get; set; }
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public int Silver
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{
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get => m_Silver;
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set => m_Silver = value;
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}
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public int Silver { get; set; }
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public List<PlayerState> Members
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{
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get => m_Members;
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set => m_Members = value;
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}
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public List<PlayerState> Members { get; set; }
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public FactionState( Faction faction )
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{
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m_Faction = faction;
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m_Tithe = 50;
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m_Members = new List<PlayerState>();
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m_Election = new Election( faction );
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m_FactionItems = new List<FactionItem>();
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m_FactionTraps = new List<BaseFactionTrap>();
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Tithe = 50;
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Members = new List<PlayerState>();
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Election = new Election( faction );
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FactionItems = new List<FactionItem>();
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Traps = new List<BaseFactionTrap>();
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}
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public FactionState( GenericReader reader )
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@ -163,7 +130,7 @@ namespace Server.Factions
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{
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case 5:
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{
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m_LastAtrophy = reader.ReadDateTime();
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LastAtrophy = reader.ReadDateTime();
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goto case 4;
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}
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case 4:
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@ -184,7 +151,7 @@ namespace Server.Factions
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case 2:
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case 1:
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{
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m_Election = new Election( reader );
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Election = new Election( reader );
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goto case 0;
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}
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@ -195,7 +162,7 @@ namespace Server.Factions
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m_Commander = reader.ReadMobile();
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if ( version < 5 )
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m_LastAtrophy = DateTime.UtcNow;
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LastAtrophy = DateTime.UtcNow;
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if ( version < 4 )
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{
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@ -205,28 +172,28 @@ namespace Server.Factions
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m_LastBroadcasts[0] = time;
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}
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m_Tithe = reader.ReadEncodedInt();
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m_Silver = reader.ReadEncodedInt();
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Tithe = reader.ReadEncodedInt();
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Silver = reader.ReadEncodedInt();
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int memberCount = reader.ReadEncodedInt();
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m_Members = new List<PlayerState>();
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Members = new List<PlayerState>();
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for ( int i = 0; i < memberCount; ++i )
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{
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PlayerState pl = new PlayerState( reader, m_Faction, m_Members );
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PlayerState pl = new PlayerState( reader, m_Faction, Members );
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if ( pl.Mobile != null )
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m_Members.Add( pl );
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Members.Add( pl );
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}
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m_Faction.State = this;
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m_Faction.ZeroRankOffset = m_Members.Count;
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m_Members.Sort();
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m_Faction.ZeroRankOffset = Members.Count;
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Members.Sort();
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for ( int i = m_Members.Count - 1; i >= 0; i-- ) {
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PlayerState player = m_Members[i];
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for ( int i = Members.Count - 1; i >= 0; i-- ) {
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PlayerState player = Members[i];
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if ( player.KillPoints <= 0 )
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m_Faction.ZeroRankOffset = i;
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@ -234,7 +201,7 @@ namespace Server.Factions
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player.RankIndex = i;
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}
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m_FactionItems = new List<FactionItem>();
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FactionItems = new List<FactionItem>();
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if ( version >= 2 )
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{
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@ -248,7 +215,7 @@ namespace Server.Factions
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}
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}
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m_FactionTraps = new List<BaseFactionTrap>();
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Traps = new List<BaseFactionTrap>();
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if ( version >= 3 )
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{
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@ -257,7 +224,7 @@ namespace Server.Factions
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for ( int i = 0; i < factionTrapCount; ++i )
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{
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if ( reader.ReadItem() is BaseFactionTrap trap && !trap.CheckDecay() )
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m_FactionTraps.Add( trap );
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Traps.Add( trap );
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}
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}
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@ -266,47 +233,47 @@ namespace Server.Factions
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}
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if ( version < 1 )
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m_Election = new Election( m_Faction );
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Election = new Election( m_Faction );
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}
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public void Serialize( GenericWriter writer )
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{
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writer.WriteEncodedInt( (int) 5 ); // version
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writer.Write( m_LastAtrophy );
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writer.Write( LastAtrophy );
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writer.WriteEncodedInt( (int) m_LastBroadcasts.Length );
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for ( int i = 0; i < m_LastBroadcasts.Length; ++i )
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writer.Write( (DateTime) m_LastBroadcasts[i] );
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m_Election.Serialize( writer );
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Election.Serialize( writer );
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Faction.WriteReference( writer, m_Faction );
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writer.Write( (Mobile) m_Commander );
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writer.WriteEncodedInt( (int) m_Tithe );
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writer.WriteEncodedInt( (int) m_Silver );
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writer.WriteEncodedInt( (int) Tithe );
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writer.WriteEncodedInt( (int) Silver );
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writer.WriteEncodedInt( (int) m_Members.Count );
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writer.WriteEncodedInt( (int) Members.Count );
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for ( int i = 0; i < m_Members.Count; ++i )
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for ( int i = 0; i < Members.Count; ++i )
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{
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PlayerState pl = (PlayerState) m_Members[i];
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PlayerState pl = (PlayerState) Members[i];
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pl.Serialize( writer );
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}
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writer.WriteEncodedInt( (int) m_FactionItems.Count );
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writer.WriteEncodedInt( (int) FactionItems.Count );
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for ( int i = 0; i < m_FactionItems.Count; ++i )
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m_FactionItems[i].Serialize( writer );
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for ( int i = 0; i < FactionItems.Count; ++i )
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FactionItems[i].Serialize( writer );
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writer.WriteEncodedInt( (int) m_FactionTraps.Count );
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writer.WriteEncodedInt( (int) Traps.Count );
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for ( int i = 0; i < m_FactionTraps.Count; ++i )
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writer.Write( (Item) m_FactionTraps[i] );
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for ( int i = 0; i < Traps.Count; ++i )
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writer.Write( (Item) Traps[i] );
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}
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}
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}
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