Upgrades code style - First batch (#22)
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1834 changed files with 10245 additions and 10437 deletions
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@ -24,7 +24,7 @@ namespace Server.Factions
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public Faction Faction{ get{ return m_Faction; } }
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public List<Candidate> Candidates { get { return m_Candidates; } }
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public List<Candidate> Candidates => m_Candidates;
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public ElectionState State{ get{ return m_State; } set{ m_State = value; m_LastStateTime = DateTime.UtcNow; } }
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public DateTime LastStateTime{ get{ return m_LastStateTime; } }
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@ -483,7 +483,7 @@ namespace Server.Factions
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private List<Voter> m_Voters;
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public Mobile Mobile{ get{ return m_Mobile; } }
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public List<Voter> Voters { get { return m_Voters; } }
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public List<Voter> Voters => m_Voters;
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public int Votes{ get{ return m_Voters.Count; } }
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@ -561,4 +561,4 @@ namespace Server.Factions
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Campaign,
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Election
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}
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}
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}
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@ -927,9 +927,7 @@ namespace Server.Factions
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public static bool ClearSkillLoss( Mobile mob )
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{
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SkillLossContext context;
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if ( !m_SkillLoss.TryGetValue( mob, out context ) )
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if (!m_SkillLoss.TryGetValue( mob, out SkillLossContext context ))
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return false;
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m_SkillLoss.Remove( mob );
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@ -1111,7 +1109,7 @@ namespace Server.Factions
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{
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if ( victimState.KillPoints <= -6 )
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{
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killer.SendLocalizedMessage( 501693 ); // This victim is not worth enough to get kill points from.
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killer.SendLocalizedMessage( 501693 ); // This victim is not worth enough to get kill points from.
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#region Ethics
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Ethics.Player killerEPL = Ethics.Player.Find( killer );
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@ -1153,7 +1151,7 @@ namespace Server.Factions
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if ( 1 > Utility.Random( 3 ) )
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killerState.IsActive = true;
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int silver = 0;
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silver = killerState.Faction.AwardSilver( killer, award * 40 );
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@ -24,15 +24,15 @@ namespace Server.Factions
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public Mobile Mobile{ get{ return m_Mobile; } }
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public Faction Faction{ get{ return m_Faction; } }
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public List<PlayerState> Owner { get { return m_Owner; } }
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public List<PlayerState> Owner => m_Owner;
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public MerchantTitle MerchantTitle{ get{ return m_MerchantTitle; } set{ m_MerchantTitle = value; Invalidate(); } }
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public Town Sheriff{ get{ return m_Sheriff; } set{ m_Sheriff = value; Invalidate(); } }
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public Town Finance{ get{ return m_Finance; } set{ m_Finance = value; Invalidate(); } }
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public List<SilverGivenEntry> SilverGiven { get { return m_SilverGiven; } }
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public List<SilverGivenEntry> SilverGiven => m_SilverGiven;
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public int KillPoints {
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get { return m_KillPoints; }
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set {
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public int KillPoints {
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get { return m_KillPoints; }
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set {
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if ( m_KillPoints != value ) {
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if ( value > m_KillPoints ) {
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if ( m_KillPoints <= 0 ) {
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@ -41,7 +41,7 @@ namespace Server.Factions
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Invalidate();
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return;
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}
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m_Owner.Remove( this );
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m_Owner.Insert( m_Faction.ZeroRankOffset, this );
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@ -104,9 +104,9 @@ namespace Server.Factions
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private int m_RankIndex = -1;
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public int RankIndex { get { return m_RankIndex; } set { if ( m_RankIndex != value ) { m_RankIndex = value; m_InvalidateRank = true; } } }
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public RankDefinition Rank {
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get {
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public RankDefinition Rank {
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get {
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if ( m_InvalidateRank ) {
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RankDefinition[] ranks = m_Faction.Definition.Ranks;
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int percent;
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@ -252,4 +252,4 @@ namespace Server.Factions
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return ((PlayerState)obj).m_KillPoints - m_KillPoints;
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}
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}
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}
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}
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@ -436,7 +436,7 @@ namespace Server.Factions
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return ( mob.AccessLevel >= AccessLevel.GameMaster || mob == Finance );
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}
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public static List<Town> Towns { get { return Reflector.Towns; } }
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public static List<Town> Towns => Reflector.Towns;
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public const int SilverCaptureBonus = 10000;
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@ -551,4 +551,4 @@ namespace Server.Factions
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}
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}
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}
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}
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}
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@ -10,7 +10,7 @@ namespace Server.Factions
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private List<BaseFactionVendor> m_Vendors;
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public VendorDefinition Definition{ get{ return m_Definition; } }
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public List<BaseFactionVendor> Vendors { get { return m_Vendors; } }
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public List<BaseFactionVendor> Vendors => m_Vendors;
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public BaseFactionVendor Construct( Town town, Faction faction )
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{
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@ -24,4 +24,4 @@ namespace Server.Factions
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m_Vendors = new List<BaseFactionVendor>();
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}
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}
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}
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}
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