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Scripts/Items/Weapons/Ranged/BaseRanged.cs
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141
Scripts/Items/Weapons/Ranged/BaseRanged.cs
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using System;
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using Server.Items;
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using Server.Network;
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using Server.Spells;
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using Server.Mobiles;
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namespace Server.Items
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{
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public abstract class BaseRanged : BaseMeleeWeapon
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{
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public abstract int EffectID{ get; }
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public abstract Type AmmoType{ get; }
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public abstract Item Ammo{ get; }
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public override int DefHitSound{ get{ return 0x234; } }
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public override int DefMissSound{ get{ return 0x238; } }
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public override SkillName DefSkill{ get{ return SkillName.Archery; } }
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public override WeaponType DefType{ get{ return WeaponType.Ranged; } }
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public override WeaponAnimation DefAnimation{ get{ return WeaponAnimation.ShootXBow; } }
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public override SkillName AccuracySkill{ get{ return SkillName.Archery; } }
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public BaseRanged( int itemID ) : base( itemID )
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{
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}
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public BaseRanged( Serial serial ) : base( serial )
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{
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}
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public override TimeSpan OnSwing( Mobile attacker, Mobile defender )
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{
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WeaponAbility a = WeaponAbility.GetCurrentAbility( attacker );
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// Make sure we've been standing still for .25/.5/1 second depending on Era
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if ( DateTime.Now > (attacker.LastMoveTime + TimeSpan.FromSeconds( Core.SE ? 0.25 : (Core.AOS ? 0.5 : 1.0) )) || (Core.AOS && WeaponAbility.GetCurrentAbility( attacker ) is MovingShot) )
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{
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bool canSwing = true;
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if ( Core.AOS )
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{
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canSwing = ( !attacker.Paralyzed && !attacker.Frozen );
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if ( canSwing )
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{
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Spell sp = attacker.Spell as Spell;
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canSwing = ( sp == null || !sp.IsCasting || !sp.BlocksMovement );
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}
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}
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if ( canSwing && attacker.HarmfulCheck( defender ) )
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{
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attacker.DisruptiveAction();
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attacker.Send( new Swing( 0, attacker, defender ) );
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if ( OnFired( attacker, defender ) )
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{
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if ( CheckHit( attacker, defender ) )
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OnHit( attacker, defender );
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else
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OnMiss( attacker, defender );
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}
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}
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attacker.RevealingAction();
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return GetDelay( attacker );
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}
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else
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{
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attacker.RevealingAction();
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return TimeSpan.FromSeconds( 0.25 );
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}
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}
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public override void OnHit( Mobile attacker, Mobile defender )
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{
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if ( attacker.Player && !defender.Player && (defender.Body.IsAnimal || defender.Body.IsMonster) && 0.4 >= Utility.RandomDouble() )
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defender.AddToBackpack( Ammo );
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base.OnHit( attacker, defender );
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}
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public override void OnMiss( Mobile attacker, Mobile defender )
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{
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if ( attacker.Player && 0.4 >= Utility.RandomDouble() )
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Ammo.MoveToWorld( new Point3D( defender.X + Utility.RandomMinMax( -1, 1 ), defender.Y + Utility.RandomMinMax( -1, 1 ), defender.Z ), defender.Map );
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base.OnMiss( attacker, defender );
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}
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public virtual bool OnFired( Mobile attacker, Mobile defender )
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{
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Container pack = attacker.Backpack;
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if ( attacker.Player && (pack == null || !pack.ConsumeTotal( AmmoType, 1 )) )
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return false;
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attacker.MovingEffect( defender, EffectID, 18, 1, false, false );
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return true;
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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) 2 ); // version
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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 2:
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case 1:
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{
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break;
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}
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case 0:
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{
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/*m_EffectID =*/ reader.ReadInt();
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break;
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}
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}
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if ( version < 2 )
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{
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WeaponAttributes.MageWeapon = 0;
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WeaponAttributes.UseBestSkill = 0;
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}
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}
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}
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}
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