fix(codegen): Fixes various code gen issues. Adds better embedded serialization support (#688)
* Adds save flag support (see `ElvenGlasses` for an example) * Updates AOSAttributes so they are code genned * Fixes embedded object support by adding an `IRawSerializable` * Fixes various inconsistencies in serializing with codegen
This commit is contained in:
parent
69af652a18
commit
2c8097f707
54 changed files with 787 additions and 507 deletions
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@ -1173,22 +1173,18 @@ namespace Server.Items
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{
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var flags = (SaveFlag)reader.ReadEncodedInt();
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Attributes = new AosAttributes(this);
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if (GetSaveFlag(flags, SaveFlag.Attributes))
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{
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Attributes = new AosAttributes(this, reader);
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}
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else
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{
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Attributes = new AosAttributes(this);
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Attributes.Deserialize(reader);
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}
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ArmorAttributes = new AosArmorAttributes(this);
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if (GetSaveFlag(flags, SaveFlag.ArmorAttributes))
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{
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ArmorAttributes = new AosArmorAttributes(this, reader);
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}
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else
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{
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ArmorAttributes = new AosArmorAttributes(this);
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ArmorAttributes.Deserialize(reader);
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}
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if (GetSaveFlag(flags, SaveFlag.PhysicalBonus))
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@ -1356,9 +1352,11 @@ namespace Server.Items
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m_Meditate = (AMA)(-1);
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}
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SkillBonuses = new AosSkillBonuses(this);
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if (GetSaveFlag(flags, SaveFlag.SkillBonuses))
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{
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SkillBonuses = new AosSkillBonuses(this, reader);
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SkillBonuses.Deserialize(reader);
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}
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if (GetSaveFlag(flags, SaveFlag.PlayerConstructed))
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@ -1370,8 +1368,11 @@ namespace Server.Items
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}
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case 4:
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{
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Attributes = new AosAttributes(this, reader);
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ArmorAttributes = new AosArmorAttributes(this, reader);
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Attributes = new AosAttributes(this);
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Attributes.Deserialize(reader);
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ArmorAttributes = new AosArmorAttributes(this);
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ArmorAttributes.Deserialize(reader);
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goto case 3;
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}
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case 3:
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@ -1,6 +1,7 @@
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namespace Server.Items
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{
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public class ArtsGlasses : ElvenGlasses
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[Serializable(0, false)]
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public partial class ArtsGlasses : ElvenGlasses
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{
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[Constructible]
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public ArtsGlasses()
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@ -12,10 +13,6 @@ namespace Server.Items
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Hue = 0x73;
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}
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public ArtsGlasses(Serial serial) : base(serial)
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{
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}
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public override int LabelNumber => 1073363; // Reading Glasses of the Arts
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public override int BasePhysicalResistance => 10;
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@ -26,22 +23,5 @@ namespace Server.Items
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public override int InitMinHits => 255;
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public override int InitMaxHits => 255;
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public override void Serialize(IGenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(1);
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}
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public override void Deserialize(IGenericReader reader)
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{
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base.Deserialize(reader);
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var version = reader.ReadInt();
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if (version == 0 && Hue == 0)
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{
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Hue = 0x73;
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}
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}
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}
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}
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@ -1,18 +1,13 @@
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using System;
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namespace Server.Items
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{
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public class ElvenGlasses : BaseArmor
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[Serializable(0, false)]
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public partial class ElvenGlasses : BaseArmor
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{
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[Constructible]
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public ElvenGlasses() : base(0x2FB8)
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{
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Weight = 2;
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WeaponAttributes = new AosWeaponAttributes(this);
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}
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public ElvenGlasses(Serial serial) : base(serial)
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{
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_weaponAttributes = new AosWeaponAttributes(this);
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}
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public override int LabelNumber => 1032216; // elven glasses
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@ -35,8 +30,18 @@ namespace Server.Items
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public override CraftResource DefaultResource => CraftResource.RegularLeather;
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public override ArmorMeditationAllowance DefMedAllowance => ArmorMeditationAllowance.All;
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[CommandProperty(AccessLevel.GameMaster, canModify: true)]
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public AosWeaponAttributes WeaponAttributes { get; private set; }
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[SerializableField(0, setter: "private")]
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[SerializableFieldAttr("[CommandProperty(AccessLevel.GameMaster, canModify: true)]")]
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public AosWeaponAttributes _weaponAttributes;
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[SerializableFieldSaveFlag(0)]
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private bool ShouldSerializeWeaponAttributes() => !_weaponAttributes.IsEmpty;
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[AfterDeserialization]
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private void AfterDeserialization()
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{
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_weaponAttributes ??= new AosWeaponAttributes(this);
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}
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public override void AppendChildNameProperties(ObjectPropertyList list)
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{
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@ -44,133 +49,80 @@ namespace Server.Items
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int prop;
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if ((prop = WeaponAttributes.HitColdArea) != 0)
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if ((prop = _weaponAttributes.HitColdArea) != 0)
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{
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list.Add(1060416, prop.ToString()); // hit cold area ~1_val~%
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}
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if ((prop = WeaponAttributes.HitDispel) != 0)
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if ((prop = _weaponAttributes.HitDispel) != 0)
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{
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list.Add(1060417, prop.ToString()); // hit dispel ~1_val~%
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}
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if ((prop = WeaponAttributes.HitEnergyArea) != 0)
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if ((prop = _weaponAttributes.HitEnergyArea) != 0)
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{
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list.Add(1060418, prop.ToString()); // hit energy area ~1_val~%
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}
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if ((prop = WeaponAttributes.HitFireArea) != 0)
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if ((prop = _weaponAttributes.HitFireArea) != 0)
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{
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list.Add(1060419, prop.ToString()); // hit fire area ~1_val~%
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}
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if ((prop = WeaponAttributes.HitFireball) != 0)
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if ((prop = _weaponAttributes.HitFireball) != 0)
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{
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list.Add(1060420, prop.ToString()); // hit fireball ~1_val~%
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}
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if ((prop = WeaponAttributes.HitHarm) != 0)
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if ((prop = _weaponAttributes.HitHarm) != 0)
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{
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list.Add(1060421, prop.ToString()); // hit harm ~1_val~%
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}
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if ((prop = WeaponAttributes.HitLeechHits) != 0)
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if ((prop = _weaponAttributes.HitLeechHits) != 0)
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{
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list.Add(1060422, prop.ToString()); // hit life leech ~1_val~%
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}
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if ((prop = WeaponAttributes.HitLightning) != 0)
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if ((prop = _weaponAttributes.HitLightning) != 0)
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{
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list.Add(1060423, prop.ToString()); // hit lightning ~1_val~%
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}
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if ((prop = WeaponAttributes.HitLowerAttack) != 0)
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if ((prop = _weaponAttributes.HitLowerAttack) != 0)
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{
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list.Add(1060424, prop.ToString()); // hit lower attack ~1_val~%
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}
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if ((prop = WeaponAttributes.HitLowerDefend) != 0)
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if ((prop = _weaponAttributes.HitLowerDefend) != 0)
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{
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list.Add(1060425, prop.ToString()); // hit lower defense ~1_val~%
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}
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if ((prop = WeaponAttributes.HitMagicArrow) != 0)
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if ((prop = _weaponAttributes.HitMagicArrow) != 0)
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{
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list.Add(1060426, prop.ToString()); // hit magic arrow ~1_val~%
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}
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if ((prop = WeaponAttributes.HitLeechMana) != 0)
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if ((prop = _weaponAttributes.HitLeechMana) != 0)
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{
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list.Add(1060427, prop.ToString()); // hit mana leech ~1_val~%
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}
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if ((prop = WeaponAttributes.HitPhysicalArea) != 0)
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if ((prop = _weaponAttributes.HitPhysicalArea) != 0)
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{
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list.Add(1060428, prop.ToString()); // hit physical area ~1_val~%
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}
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if ((prop = WeaponAttributes.HitPoisonArea) != 0)
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if ((prop = _weaponAttributes.HitPoisonArea) != 0)
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{
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list.Add(1060429, prop.ToString()); // hit poison area ~1_val~%
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}
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if ((prop = WeaponAttributes.HitLeechStam) != 0)
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if ((prop = _weaponAttributes.HitLeechStam) != 0)
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{
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list.Add(1060430, prop.ToString()); // hit stamina leech ~1_val~%
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}
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}
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private static void SetSaveFlag(ref SaveFlag flags, SaveFlag toSet, bool setIf)
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{
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if (setIf)
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{
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flags |= toSet;
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}
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}
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private static bool GetSaveFlag(SaveFlag flags, SaveFlag toGet) => (flags & toGet) != 0;
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public override void Serialize(IGenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(0); // version
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var flags = SaveFlag.None;
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SetSaveFlag(ref flags, SaveFlag.WeaponAttributes, !WeaponAttributes.IsEmpty);
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writer.Write((int)flags);
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if (GetSaveFlag(flags, SaveFlag.WeaponAttributes))
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{
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WeaponAttributes.Serialize(writer);
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}
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}
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public override void Deserialize(IGenericReader reader)
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{
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base.Deserialize(reader);
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var version = reader.ReadInt();
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var flags = (SaveFlag)reader.ReadInt();
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if (GetSaveFlag(flags, SaveFlag.WeaponAttributes))
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{
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WeaponAttributes = new AosWeaponAttributes(this, reader);
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}
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else
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{
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WeaponAttributes = new AosWeaponAttributes(this);
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}
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}
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[Flags]
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private enum SaveFlag
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{
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None = 0x00000000,
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WeaponAttributes = 0x00000001
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}
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}
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}
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@ -5,7 +5,7 @@ namespace Server.Items
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[Constructible]
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public LyricalGlasses()
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{
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WeaponAttributes.HitLowerDefend = 20;
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_weaponAttributes.HitLowerDefend = 20;
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Attributes.NightSight = 1;
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Attributes.ReflectPhysical = 15;
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@ -5,7 +5,7 @@ namespace Server.Items
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[Constructible]
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public MaceShieldGlasses()
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{
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WeaponAttributes.HitLowerDefend = 30;
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_weaponAttributes.HitLowerDefend = 30;
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Attributes.BonusStr = 10;
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Attributes.BonusDex = 5;
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