Clean up: Bugs, LINQ, constructors, default values, and null checks (#18)
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1094 changed files with 15913 additions and 21892 deletions
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@ -1,5 +1,6 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Server.Network;
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using Server.Spells;
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using Server.Targeting;
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@ -175,22 +176,17 @@ namespace Server.Items
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alchemyBonus = (int)(from.Skills.Alchemy.Value / (Core.AOS ? 5 : 10));
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IPooledEnumerable<IEntity> eable = map.GetObjectsInRange(loc, ExplosionRange, LeveledExplosion);
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List<IEntity> toExplode = new List<IEntity>();
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int toDamage = 0;
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foreach (IEntity o in eable)
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if (o is Mobile mobile && (from == null ||
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SpellHelper.ValidIndirectTarget(from, mobile) &&
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from.CanBeHarmful(mobile, false)))
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{
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toExplode.Add(mobile);
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++toDamage;
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}
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else if (o is BaseExplosionPotion && o != this)
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{
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toExplode.Add(o);
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}
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List<IEntity> toExplode = eable.Where(o =>
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{
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if (!(o is Mobile mobile) || from != null &&
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(!SpellHelper.ValidIndirectTarget(from, mobile) || !from.CanBeHarmful(mobile, false)))
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return o is BaseExplosionPotion && o != this;
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++toDamage;
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return true;
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}).ToList();
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eable.Free();
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@ -199,7 +195,7 @@ namespace Server.Items
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for (int i = 0; i < toExplode.Count; ++i)
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{
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object o = toExplode[i];
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IEntity o = toExplode[i];
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if (o is Mobile m)
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{
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