Fixes body expression style.
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3f0a72a62f
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33f5e77a24
957 changed files with 7424 additions and 15973 deletions
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@ -13,17 +13,17 @@ namespace Server.Regions
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private static Hashtable m_Table = new Hashtable();
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public static Hashtable Table{ get{ return m_Table; } }
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public static Hashtable Table => m_Table;
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// When a creature's AI is deactivated (PlayerRangeSensitive optimization) does it return home?
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public bool ReturnOnDeactivate{ get{ return true; } }
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public bool ReturnOnDeactivate => true;
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// Are creatures unlinked on taming (true) or should they also go out of the region (false)?
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public bool UnlinkOnTaming{ get{ return false; } }
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public bool UnlinkOnTaming => false;
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// Are unlinked and untamed creatures removed after 20 hours?
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public bool RemoveIfUntamed{ get{ return true; } }
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public bool RemoveIfUntamed => true;
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public static readonly Direction InvalidDirection = Direction.Running;
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@ -43,21 +43,21 @@ namespace Server.Regions
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private DateTime m_NextSpawn;
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private Timer m_SpawnTimer;
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public int ID{ get{ return m_ID; } }
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public BaseRegion Region{ get{ return m_Region; } }
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Region ISpawner.Region{ get{ return m_Region; } }
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public Point3D HomeLocation{ get{ return m_Home; } }
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public int HomeRange{ get{ return m_Range; } }
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public Direction Direction{ get{ return m_Direction; } }
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public SpawnDefinition Definition{ get{ return m_Definition; } }
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public List<ISpawnable> SpawnedObjects{ get{ return m_SpawnedObjects; } }
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public int Max{ get{ return m_Max; } }
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public TimeSpan MinSpawnTime{ get{ return m_MinSpawnTime; } }
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public TimeSpan MaxSpawnTime{ get{ return m_MaxSpawnTime; } }
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public bool Running{ get{ return m_Running; } }
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public int ID => m_ID;
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public BaseRegion Region => m_Region;
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Region ISpawner.Region => m_Region;
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public Point3D HomeLocation => m_Home;
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public int HomeRange => m_Range;
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public Direction Direction => m_Direction;
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public SpawnDefinition Definition => m_Definition;
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public List<ISpawnable> SpawnedObjects => m_SpawnedObjects;
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public int Max => m_Max;
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public TimeSpan MinSpawnTime => m_MinSpawnTime;
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public TimeSpan MaxSpawnTime => m_MaxSpawnTime;
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public bool Running => m_Running;
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public bool Complete{ get{ return m_SpawnedObjects.Count >= m_Max; } }
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public bool Spawning{ get{ return m_Running && !this.Complete; } }
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public bool Complete => m_SpawnedObjects.Count >= m_Max;
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public bool Spawning => m_Running && !this.Complete;
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public SpawnEntry( int id, BaseRegion region, Point3D home, int range, Direction direction, SpawnDefinition definition, int max, TimeSpan minSpawnTime, TimeSpan maxSpawnTime )
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{
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