Fixes body expression style.
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3f0a72a62f
commit
33f5e77a24
957 changed files with 7424 additions and 15973 deletions
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@ -114,7 +114,9 @@ namespace Server.Items
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private Item m_Item;
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private bool m_Perpetual; //Needed for Rummaged stuff. CONTRARY to the Patchlog, cause a later FoF contradicts it. Verify on OSI.
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public bool Perpetual { get { return m_Perpetual; } set { m_Perpetual = value; } }
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public bool Perpetual { get => m_Perpetual;
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set => m_Perpetual = value;
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}
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public InstancedItemInfo( Item i, Mobile m )
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{
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@ -249,16 +251,13 @@ namespace Server.Items
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}
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}
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public override bool IsDecoContainer
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{
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get{ return false; }
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}
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public override bool IsDecoContainer => false;
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[CommandProperty( AccessLevel.GameMaster )]
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public DateTime TimeOfDeath
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{
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get{ return m_TimeOfDeath; }
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set{ m_TimeOfDeath = value; }
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get => m_TimeOfDeath;
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set => m_TimeOfDeath = value;
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}
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public override bool DisplayWeight => false;
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@ -267,109 +266,82 @@ namespace Server.Items
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public FacialHairInfo FacialHair => m_FacialHair;
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[CommandProperty( AccessLevel.GameMaster )]
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public bool IsBones
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{
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get { return GetFlag( CorpseFlag.IsBones ); }
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}
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public bool IsBones => GetFlag( CorpseFlag.IsBones );
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[CommandProperty( AccessLevel.GameMaster )]
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public bool Devoured
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{
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get { return (m_Devourer != null); }
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}
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public bool Devoured => (m_Devourer != null);
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[CommandProperty( AccessLevel.GameMaster )]
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public bool Carved
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{
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get{ return GetFlag( CorpseFlag.Carved ); }
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set { SetFlag( CorpseFlag.Carved, value ); }
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get => GetFlag( CorpseFlag.Carved );
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set => SetFlag( CorpseFlag.Carved, value );
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public bool VisitedByTaxidermist
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{
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get { return GetFlag( CorpseFlag.VisitedByTaxidermist ); }
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set { SetFlag( CorpseFlag.VisitedByTaxidermist, value ); }
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get => GetFlag( CorpseFlag.VisitedByTaxidermist );
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set => SetFlag( CorpseFlag.VisitedByTaxidermist, value );
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public bool Channeled
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{
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get { return GetFlag( CorpseFlag.Channeled ); }
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set { SetFlag( CorpseFlag.Channeled, value ); }
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get => GetFlag( CorpseFlag.Channeled );
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set => SetFlag( CorpseFlag.Channeled, value );
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public bool Animated
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{
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get { return GetFlag( CorpseFlag.Animated ); }
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set { SetFlag( CorpseFlag.Animated, value ); }
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get => GetFlag( CorpseFlag.Animated );
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set => SetFlag( CorpseFlag.Animated, value );
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public bool SelfLooted
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{
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get { return GetFlag( CorpseFlag.SelfLooted ); }
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set { SetFlag( CorpseFlag.SelfLooted, value ); }
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get => GetFlag( CorpseFlag.SelfLooted );
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set => SetFlag( CorpseFlag.SelfLooted, value );
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public AccessLevel AccessLevel
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{
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get{ return m_AccessLevel; }
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}
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public AccessLevel AccessLevel => m_AccessLevel;
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public List<Mobile> Aggressors
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{
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get{ return m_Aggressors; }
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}
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public List<Mobile> Aggressors => m_Aggressors;
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public List<Mobile> Looters
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{
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get{ return m_Looters; }
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}
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public List<Mobile> Looters => m_Looters;
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[CommandProperty( AccessLevel.GameMaster )]
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public Mobile Killer
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{
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get{ return m_Killer; }
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}
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public Mobile Killer => m_Killer;
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public List<Item> EquipItems
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{
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get{ return m_EquipItems; }
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}
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public List<Item> EquipItems => m_EquipItems;
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public List<Item> RestoreEquip
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{
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get { return m_RestoreEquip; }
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set { m_RestoreEquip = value; }
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get => m_RestoreEquip;
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set => m_RestoreEquip = value;
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}
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public Guild Guild
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{
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get{ return m_Guild; }
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}
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public Guild Guild => m_Guild;
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[CommandProperty( AccessLevel.GameMaster )]
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public int Kills
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{
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get{ return m_Kills; }
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set{ m_Kills = value; }
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get => m_Kills;
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set => m_Kills = value;
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public bool Criminal
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{
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get { return GetFlag( CorpseFlag.Criminal ); }
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set { SetFlag( CorpseFlag.Criminal, value ); }
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get => GetFlag( CorpseFlag.Criminal );
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set => SetFlag( CorpseFlag.Criminal, value );
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public Mobile Owner
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{
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get{ return m_Owner; }
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}
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public Mobile Owner => m_Owner;
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public void TurnToBones()
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{
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@ -7,10 +7,7 @@ namespace Server
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{
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private string m_Name;
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public string Name
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{
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get{ return m_Name; }
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}
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public string Name => m_Name;
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public CorpseNameAttribute( string name )
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{
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