Changes properties to use automatic property initializers
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623 changed files with 13072 additions and 19304 deletions
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@ -48,103 +48,51 @@ namespace Server.Items
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public class CraftAttributeInfo
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{
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private int m_WeaponFireDamage;
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private int m_WeaponColdDamage;
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private int m_WeaponPoisonDamage;
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private int m_WeaponEnergyDamage;
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private int m_WeaponChaosDamage;
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private int m_WeaponDirectDamage;
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private int m_WeaponDurability;
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private int m_WeaponLuck;
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private int m_WeaponGoldIncrease;
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private int m_WeaponLowerRequirements;
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public int WeaponFireDamage { get; set; }
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private int m_ArmorPhysicalResist;
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private int m_ArmorFireResist;
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private int m_ArmorColdResist;
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private int m_ArmorPoisonResist;
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private int m_ArmorEnergyResist;
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private int m_ArmorDurability;
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private int m_ArmorLuck;
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private int m_ArmorGoldIncrease;
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private int m_ArmorLowerRequirements;
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public int WeaponColdDamage { get; set; }
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private int m_RunicMinAttributes;
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private int m_RunicMaxAttributes;
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private int m_RunicMinIntensity;
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private int m_RunicMaxIntensity;
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public int WeaponPoisonDamage { get; set; }
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public int WeaponFireDamage{ get => m_WeaponFireDamage;
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set => m_WeaponFireDamage = value;
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}
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public int WeaponColdDamage{ get => m_WeaponColdDamage;
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set => m_WeaponColdDamage = value;
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}
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public int WeaponPoisonDamage{ get => m_WeaponPoisonDamage;
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set => m_WeaponPoisonDamage = value;
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}
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public int WeaponEnergyDamage{ get => m_WeaponEnergyDamage;
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set => m_WeaponEnergyDamage = value;
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}
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public int WeaponChaosDamage{ get => m_WeaponChaosDamage;
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set => m_WeaponChaosDamage = value;
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}
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public int WeaponDirectDamage{ get => m_WeaponDirectDamage;
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set => m_WeaponDirectDamage = value;
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}
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public int WeaponDurability{ get => m_WeaponDurability;
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set => m_WeaponDurability = value;
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}
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public int WeaponLuck{ get => m_WeaponLuck;
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set => m_WeaponLuck = value;
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}
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public int WeaponGoldIncrease{ get => m_WeaponGoldIncrease;
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set => m_WeaponGoldIncrease = value;
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}
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public int WeaponLowerRequirements{ get => m_WeaponLowerRequirements;
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set => m_WeaponLowerRequirements = value;
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}
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public int WeaponEnergyDamage { get; set; }
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public int ArmorPhysicalResist{ get => m_ArmorPhysicalResist;
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set => m_ArmorPhysicalResist = value;
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}
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public int ArmorFireResist{ get => m_ArmorFireResist;
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set => m_ArmorFireResist = value;
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}
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public int ArmorColdResist{ get => m_ArmorColdResist;
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set => m_ArmorColdResist = value;
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}
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public int ArmorPoisonResist{ get => m_ArmorPoisonResist;
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set => m_ArmorPoisonResist = value;
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}
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public int ArmorEnergyResist{ get => m_ArmorEnergyResist;
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set => m_ArmorEnergyResist = value;
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}
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public int ArmorDurability{ get => m_ArmorDurability;
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set => m_ArmorDurability = value;
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}
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public int ArmorLuck{ get => m_ArmorLuck;
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set => m_ArmorLuck = value;
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}
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public int ArmorGoldIncrease{ get => m_ArmorGoldIncrease;
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set => m_ArmorGoldIncrease = value;
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}
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public int ArmorLowerRequirements{ get => m_ArmorLowerRequirements;
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set => m_ArmorLowerRequirements = value;
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}
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public int WeaponChaosDamage { get; set; }
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public int RunicMinAttributes{ get => m_RunicMinAttributes;
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set => m_RunicMinAttributes = value;
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}
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public int RunicMaxAttributes{ get => m_RunicMaxAttributes;
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set => m_RunicMaxAttributes = value;
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}
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public int RunicMinIntensity{ get => m_RunicMinIntensity;
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set => m_RunicMinIntensity = value;
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}
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public int RunicMaxIntensity{ get => m_RunicMaxIntensity;
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set => m_RunicMaxIntensity = value;
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}
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public int WeaponDirectDamage { get; set; }
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public int WeaponDurability { get; set; }
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public int WeaponLuck { get; set; }
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public int WeaponGoldIncrease { get; set; }
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public int WeaponLowerRequirements { get; set; }
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public int ArmorPhysicalResist { get; set; }
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public int ArmorFireResist { get; set; }
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public int ArmorColdResist { get; set; }
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public int ArmorPoisonResist { get; set; }
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public int ArmorEnergyResist { get; set; }
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public int ArmorDurability { get; set; }
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public int ArmorLuck { get; set; }
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public int ArmorGoldIncrease { get; set; }
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public int ArmorLowerRequirements { get; set; }
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public int RunicMinAttributes { get; set; }
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public int RunicMaxAttributes { get; set; }
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public int RunicMinIntensity { get; set; }
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public int RunicMaxIntensity { get; set; }
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public CraftAttributeInfo()
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{
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@ -438,28 +386,26 @@ namespace Server.Items
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public class CraftResourceInfo
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{
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private int m_Hue;
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private int m_Number;
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private string m_Name;
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private CraftAttributeInfo m_AttributeInfo;
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private CraftResource m_Resource;
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private Type[] m_ResourceTypes;
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public int Hue { get; }
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public int Hue => m_Hue;
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public int Number => m_Number;
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public string Name => m_Name;
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public CraftAttributeInfo AttributeInfo => m_AttributeInfo;
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public CraftResource Resource => m_Resource;
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public Type[] ResourceTypes => m_ResourceTypes;
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public int Number { get; }
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public string Name { get; }
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public CraftAttributeInfo AttributeInfo { get; }
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public CraftResource Resource { get; }
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public Type[] ResourceTypes { get; }
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public CraftResourceInfo( int hue, int number, string name, CraftAttributeInfo attributeInfo, CraftResource resource, params Type[] resourceTypes )
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{
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m_Hue = hue;
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m_Number = number;
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m_Name = name;
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m_AttributeInfo = attributeInfo;
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m_Resource = resource;
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m_ResourceTypes = resourceTypes;
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Hue = hue;
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Number = number;
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Name = name;
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AttributeInfo = attributeInfo;
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Resource = resource;
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ResourceTypes = resourceTypes;
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for ( int i = 0; i < resourceTypes.Length; ++i )
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CraftResources.RegisterType( resourceTypes[i], resource );
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@ -727,21 +673,17 @@ namespace Server.Items
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public static readonly OreInfo Verite = new OreInfo( 7, 0x89F, "Verite" );
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public static readonly OreInfo Valorite = new OreInfo( 8, 0x8AB, "Valorite" );
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private int m_Level;
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private int m_Hue;
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private string m_Name;
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public OreInfo( int level, int hue, string name )
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{
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m_Level = level;
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m_Hue = hue;
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m_Name = name;
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Level = level;
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Hue = hue;
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Name = name;
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}
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public int Level => m_Level;
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public int Level { get; }
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public int Hue => m_Hue;
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public int Hue { get; }
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public string Name => m_Name;
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public string Name { get; }
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}
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}
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