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using System;
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namespace Server.Items
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{
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public class StatuetteDyeTub : DyeTub, Engines.VeteranRewards.IRewardItem
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{
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public override bool AllowDyables{ get{ return false; } }
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public override bool AllowStatuettes{ get{ return true; } }
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public override int TargetMessage{ get{ return 1049777; } } // Target the statuette to dye
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public override int FailMessage{ get{ return 1049778; } } // You can only dye veteran reward statuettes with this tub.
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public override int LabelNumber{ get{ return 1049741; } } // Reward Statuette Dye Tub
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public override CustomHuePicker CustomHuePicker{ get{ return CustomHuePicker.LeatherDyeTub; } }
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private bool m_IsRewardItem;
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[CommandProperty( AccessLevel.GameMaster )]
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public bool IsRewardItem
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{
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get{ return m_IsRewardItem; }
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set{ m_IsRewardItem = value; }
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}
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[Constructable]
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public StatuetteDyeTub()
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{
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LootType = LootType.Blessed;
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}
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public override void OnDoubleClick( Mobile from )
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{
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if ( m_IsRewardItem && !Engines.VeteranRewards.RewardSystem.CheckIsUsableBy( from, this, null ) )
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return;
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base.OnDoubleClick( from );
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}
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public StatuetteDyeTub( Serial serial ) : base( serial )
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{
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int) 1 ); // version
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writer.Write( (bool) m_IsRewardItem );
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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int version = reader.ReadInt();
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switch ( version )
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{
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case 1:
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{
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m_IsRewardItem = reader.ReadBool();
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break;
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}
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}
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}
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}
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}
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