FxCop
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a90eb17e96
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6 changed files with 33 additions and 29 deletions
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@ -104,7 +104,7 @@ namespace Server.Mobiles
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private int m_Profession;
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private bool m_IsStealthing; // IsStealthing should be moved to Server.Mobiles
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private bool m_IgnoreMobiles; // IgnoreMobiles should be moved to Server.Mobiles
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private int m_NonAutoreinsuredItems; // number of items that could not be automaitically reinsured because gold in bank was not enough
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private int m_NonAutoreinsuredItems; // number of items that could not be automaitically reinsured because gold in bank was not enough
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/*
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* a value of zero means, that the mobile is not executing the spell. Otherwise,
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@ -2070,7 +2070,7 @@ namespace Server.Mobiles
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public override bool OnBeforeDeath()
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{
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m_NonAutoreinsuredItems = 0;
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m_NonAutoreinsuredItems = 0;
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m_InsuranceCost = 0;
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m_InsuranceAward = base.FindMostRecentDamager( false );
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@ -2110,14 +2110,14 @@ namespace Server.Mobiles
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{
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m_InsuranceCost += cost;
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item.PayedInsurance = true;
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SendLocalizedMessage(1060398, cost.ToString()); // ~1_AMOUNT~ gold has been withdrawn from your bank box.
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}
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SendLocalizedMessage(1060398, cost.ToString()); // ~1_AMOUNT~ gold has been withdrawn from your bank box.
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}
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else
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{
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SendLocalizedMessage( 1061079, "", 0x23 ); // You lack the funds to purchase the insurance
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item.PayedInsurance = false;
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item.Insured = false;
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m_NonAutoreinsuredItems++;
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m_NonAutoreinsuredItems++;
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}
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}
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else
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@ -2169,12 +2169,12 @@ namespace Server.Mobiles
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public override void OnDeath( Container c )
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{
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if (m_NonAutoreinsuredItems > 0)
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{
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SendMessage("You do not have the gold to automatically reinsure all your items.");
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}
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if (m_NonAutoreinsuredItems > 0)
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{
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SendMessage("You do not have the gold to automatically reinsure all your items.");
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}
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base.OnDeath(c);
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base.OnDeath(c);
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HueMod = -1;
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NameMod = null;
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@ -2493,7 +2493,7 @@ namespace Server.Mobiles
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/* Per EA's UO Herald Pub48 (ML):
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* ((resist spellsx10)/20 + 10=percentage of damage resisted)
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*/
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if ( oath == this )
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{
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amount = (int)(amount * 1.1);
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@ -3418,7 +3418,7 @@ namespace Server.Mobiles
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if ( context != null && context.Type == typeof( ReaperFormSpell ) )
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return Mobile.WalkFoot;
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bool running = ( (dir & Direction.Running) != 0 );
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bool running = ( (dir & Direction.Running) != 0 );
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bool onHorse = ( this.Mount != null );
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@ -483,9 +483,9 @@ namespace Server.Regions
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{
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ReadBoolean( spawning, "excludeFromParent", ref m_ExcludeFromParentSpawns, false );
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object zLevel = SpawnZLevel.Lowest;
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ReadEnum( spawning, "zLevel", typeof( SpawnZLevel ), ref zLevel, false );
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m_SpawnZLevel = (SpawnZLevel) zLevel;
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SpawnZLevel zLevel = SpawnZLevel.Lowest;
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ReadEnum( spawning, "zLevel", ref zLevel, false );
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m_SpawnZLevel = zLevel;
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List<SpawnEntry> list = new List<SpawnEntry>();
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@ -521,9 +521,8 @@ namespace Server.Regions
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if ( ReadPoint3D( homeEl, map, ref home, false ) )
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ReadInt32( homeEl, "range", ref range, false );
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object oDir = SpawnEntry.InvalidDirection;
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ReadEnum( el["direction"], "value" , typeof( Direction ), ref oDir, false );
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Direction dir = (Direction) oDir;
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Direction dir = SpawnEntry.InvalidDirection;
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ReadEnum( el["direction"], "value" , ref dir, false );
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SpawnEntry entry = new SpawnEntry( id, this, home, range, dir, def, amount, minSpawnTime, maxSpawnTime );
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list.Add( entry );
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@ -66,10 +66,11 @@ namespace Server.Regions
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int itemID = 0xE43;
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Region.ReadInt32( xml, "itemID", ref itemID, false );
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object oLevel = BaseTreasureChest.TreasureLevel.Level2;
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Region.ReadEnum( xml, "level", typeof( BaseTreasureChest.TreasureLevel ), ref oLevel, false );
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BaseTreasureChest.TreasureLevel level = BaseTreasureChest.TreasureLevel.Level2;
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return new SpawnTreasureChest( itemID, (BaseTreasureChest.TreasureLevel) oLevel );
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Region.ReadEnum( xml, "level", ref level, false );
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return new SpawnTreasureChest( itemID, level );
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}
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default:
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{
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