Cleaned up some more LF line endings.
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1 changed files with 78 additions and 78 deletions
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@ -303,56 +303,56 @@ namespace Server.Mobiles
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return (from.Alive && from.InRange(m_Mobile.Location, 3) && m_Mobile.IsHumanInTown());
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}
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private static SkillName[] m_KeywordTable = new SkillName[]
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{
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SkillName.Parry,
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SkillName.Healing,
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SkillName.Hiding,
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SkillName.Stealing,
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SkillName.Alchemy,
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SkillName.AnimalLore,
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SkillName.ItemID,
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SkillName.ArmsLore,
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SkillName.Begging,
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SkillName.Blacksmith,
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SkillName.Fletching,
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SkillName.Peacemaking,
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SkillName.Camping,
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SkillName.Carpentry,
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SkillName.Cartography,
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SkillName.Cooking,
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SkillName.DetectHidden,
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SkillName.Discordance,//??
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SkillName.EvalInt,
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SkillName.Fishing,
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SkillName.Provocation,
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SkillName.Lockpicking,
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SkillName.Magery,
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SkillName.MagicResist,
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SkillName.Tactics,
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SkillName.Snooping,
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SkillName.RemoveTrap,
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SkillName.Musicianship,
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SkillName.Poisoning,
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SkillName.Archery,
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SkillName.SpiritSpeak,
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SkillName.Tailoring,
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SkillName.AnimalTaming,
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SkillName.TasteID,
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SkillName.Tinkering,
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SkillName.Veterinary,
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SkillName.Forensics,
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SkillName.Herding,
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SkillName.Tracking,
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SkillName.Stealth,
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SkillName.Inscribe,
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SkillName.Swords,
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SkillName.Macing,
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SkillName.Fencing,
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SkillName.Wrestling,
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SkillName.Lumberjacking,
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SkillName.Mining,
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SkillName.Meditation
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private static SkillName[] m_KeywordTable = new SkillName[]
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{
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SkillName.Parry,
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SkillName.Healing,
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SkillName.Hiding,
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SkillName.Stealing,
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SkillName.Alchemy,
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SkillName.AnimalLore,
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SkillName.ItemID,
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SkillName.ArmsLore,
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SkillName.Begging,
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SkillName.Blacksmith,
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SkillName.Fletching,
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SkillName.Peacemaking,
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SkillName.Camping,
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SkillName.Carpentry,
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SkillName.Cartography,
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SkillName.Cooking,
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SkillName.DetectHidden,
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SkillName.Discordance,//??
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SkillName.EvalInt,
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SkillName.Fishing,
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SkillName.Provocation,
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SkillName.Lockpicking,
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SkillName.Magery,
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SkillName.MagicResist,
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SkillName.Tactics,
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SkillName.Snooping,
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SkillName.RemoveTrap,
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SkillName.Musicianship,
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SkillName.Poisoning,
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SkillName.Archery,
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SkillName.SpiritSpeak,
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SkillName.Tailoring,
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SkillName.AnimalTaming,
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SkillName.TasteID,
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SkillName.Tinkering,
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SkillName.Veterinary,
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SkillName.Forensics,
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SkillName.Herding,
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SkillName.Tracking,
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SkillName.Stealth,
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SkillName.Inscribe,
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SkillName.Swords,
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SkillName.Macing,
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SkillName.Fencing,
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SkillName.Wrestling,
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SkillName.Lumberjacking,
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SkillName.Mining,
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SkillName.Meditation
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};
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public virtual void OnSpeech(SpeechEventArgs e)
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@ -1364,8 +1364,8 @@ namespace Server.Mobiles
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// ~1_NAME~ will now accept movement commands from ~2_NAME~.
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from.SendLocalizedMessage(1049676, String.Format("{0}\t{1}", m_Mobile.Name, to.Name));
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/* ~1_NAME~ has granted you the ability to give orders to their pet ~2_PET_NAME~.
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* This creature will now consider you as a friend.
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/* ~1_NAME~ has granted you the ability to give orders to their pet ~2_PET_NAME~.
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* This creature will now consider you as a friend.
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*/
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to.SendLocalizedMessage(1043246, String.Format("{0}\t{1}", from.Name, m_Mobile.Name));
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@ -1404,8 +1404,8 @@ namespace Server.Mobiles
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// ~1_NAME~ will no longer accept movement commands from ~2_NAME~.
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from.SendLocalizedMessage(1070951, String.Format("{0}\t{1}", m_Mobile.Name, to.Name));
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/* ~1_NAME~ has no longer granted you the ability to give orders to their pet ~2_PET_NAME~.
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* This creature will no longer consider you as a friend.
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/* ~1_NAME~ has no longer granted you the ability to give orders to their pet ~2_PET_NAME~.
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* This creature will no longer consider you as a friend.
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*/
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to.SendLocalizedMessage(1070952, String.Format("{0}\t{1}", from.Name, m_Mobile.Name));
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@ -1458,9 +1458,9 @@ namespace Server.Mobiles
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m_Mobile.FocusMob = combatant;
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Action = ActionType.Combat;
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/*
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* We need to call Think() here or spell casting monsters will not use
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* spells when guarding because their target is never processed.
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/*
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* We need to call Think() here or spell casting monsters will not use
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* spells when guarding because their target is never processed.
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*/
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Think();
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}
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@ -2330,14 +2330,14 @@ namespace Server.Mobiles
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return false;
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}
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/*
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* Walk at range distance from mobile
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*
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* iSteps : Number of steps
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* bRun : Do we run
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* iWantDistMin : The minimum distance we want to be
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* iWantDistMax : The maximum distance we want to be
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*
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/*
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* Walk at range distance from mobile
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*
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* iSteps : Number of steps
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* bRun : Do we run
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* iWantDistMin : The minimum distance we want to be
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* iWantDistMax : The maximum distance we want to be
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*
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*/
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public virtual bool WalkMobileRange(Mobile m, int iSteps, bool bRun, int iWantDistMin, int iWantDistMax)
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{
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@ -2406,15 +2406,15 @@ namespace Server.Mobiles
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return false;
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}
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/*
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* Here we check to acquire a target from our surronding
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*
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* iRange : The range
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* acqType : A type of acquire we want (closest, strongest, etc)
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* bPlayerOnly : Don't bother with other creatures or NPCs, want a player
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* bFacFriend : Check people in my faction
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* bFacFoe : Check people in other factions
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*
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/*
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* Here we check to acquire a target from our surronding
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*
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* iRange : The range
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* acqType : A type of acquire we want (closest, strongest, etc)
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* bPlayerOnly : Don't bother with other creatures or NPCs, want a player
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* bFacFriend : Check people in my faction
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* bFacFoe : Check people in other factions
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*
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*/
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public virtual bool AcquireFocusMob(int iRange, FightMode acqType, bool bPlayerOnly, bool bFacFriend, bool bFacFoe)
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{
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@ -2707,8 +2707,8 @@ namespace Server.Mobiles
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}
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}
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/*
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* The mobile changed it speed, we must ajust the timer
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/*
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* The mobile changed it speed, we must ajust the timer
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*/
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public virtual void OnCurrentSpeedChanged()
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{
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@ -2722,8 +2722,8 @@ namespace Server.Mobiles
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public virtual bool CanDetectHidden { get { return m_Mobile.Skills[SkillName.DetectHidden].Value > 0; } }
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/*
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* The Timer object
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/*
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* The Timer object
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*/
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private class AITimer : Timer
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{
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