Adds assemblies config, fixes crash bugs. (#134)
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0140eb73b4
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3223 changed files with 191 additions and 191 deletions
511
Projects/UOContent/Items/Construction/Doors/BaseDoor.cs
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511
Projects/UOContent/Items/Construction/Doors/BaseDoor.cs
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using System;
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using System.Collections.Generic;
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using Server.Network;
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using Server.Targeting;
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namespace Server.Items
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{
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public abstract class BaseDoor : Item, ILockable, ITelekinesisable
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{
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private static readonly Point3D[] m_Offsets =
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{
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new Point3D(-1, 1, 0),
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new Point3D(1, 1, 0),
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new Point3D(-1, 0, 0),
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new Point3D(1, -1, 0),
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new Point3D(1, 1, 0),
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new Point3D(1, -1, 0),
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new Point3D(0, 0, 0),
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new Point3D(0, -1, 0),
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new Point3D(0, 0, 0),
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new Point3D(0, 0, 0),
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new Point3D(0, 0, 0),
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new Point3D(0, 0, 0)
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};
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private BaseDoor m_Link;
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private bool m_Open;
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private Timer m_Timer;
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public BaseDoor(int closedID, int openedID, int openedSound, int closedSound, Point3D offset) : base(closedID)
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{
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OpenedID = openedID;
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ClosedID = closedID;
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OpenedSound = openedSound;
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ClosedSound = closedSound;
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Offset = offset;
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m_Timer = new InternalTimer(this);
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Movable = false;
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}
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public BaseDoor(Serial serial) : base(serial)
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{
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public bool Open
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{
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get => m_Open;
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set
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{
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if (m_Open != value)
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{
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m_Open = value;
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ItemID = m_Open ? OpenedID : ClosedID;
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if (m_Open)
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Location = new Point3D(X + Offset.X, Y + Offset.Y, Z + Offset.Z);
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else
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Location = new Point3D(X - Offset.X, Y - Offset.Y, Z - Offset.Z);
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Effects.PlaySound(this, Map, m_Open ? OpenedSound : ClosedSound);
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if (m_Open)
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m_Timer.Start();
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else
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m_Timer.Stop();
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}
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}
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public int OpenedID { get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public int ClosedID { get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public int OpenedSound { get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public int ClosedSound { get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public Point3D Offset { get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public BaseDoor Link
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{
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get
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{
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if (m_Link?.Deleted == true)
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m_Link = null;
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return m_Link;
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}
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set => m_Link = value;
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}
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public virtual bool UseChainedFunctionality => false;
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[CommandProperty(AccessLevel.GameMaster)]
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public bool Locked { get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public uint KeyValue { get; set; }
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public void OnTelekinesis(Mobile from)
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{
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Effects.SendLocationParticles(EffectItem.Create(Location, Map, EffectItem.DefaultDuration), 0x376A, 9, 32, 5022);
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Effects.PlaySound(Location, Map, 0x1F5);
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Use(from);
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}
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// Called by RunUO
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public static void Initialize()
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{
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EventSink.OpenDoorMacroUsed += EventSink_OpenDoorMacroUsed;
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CommandSystem.Register("Link", AccessLevel.GameMaster, Link_OnCommand);
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CommandSystem.Register("ChainLink", AccessLevel.GameMaster, ChainLink_OnCommand);
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}
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[Usage("Link")]
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[Description("Links two targeted doors together.")]
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private static void Link_OnCommand(CommandEventArgs e)
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{
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e.Mobile.BeginTarget(-1, false, TargetFlags.None, Link_OnFirstTarget);
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e.Mobile.SendMessage("Target the first door to link.");
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}
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private static void Link_OnFirstTarget(Mobile from, object targeted)
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{
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if (!(targeted is BaseDoor door))
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{
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from.BeginTarget(-1, false, TargetFlags.None, Link_OnFirstTarget);
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from.SendMessage("That is not a door. Try again.");
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}
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else
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{
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from.BeginTarget(-1, false, TargetFlags.None, Link_OnSecondTarget, door);
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from.SendMessage("Target the second door to link.");
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}
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}
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private static void Link_OnSecondTarget(Mobile from, object targeted, BaseDoor first)
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{
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if (!(targeted is BaseDoor second))
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{
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from.BeginTarget(-1, false, TargetFlags.None, Link_OnSecondTarget, first);
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from.SendMessage("That is not a door. Try again.");
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}
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else
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{
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first.Link = second;
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second.Link = first;
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from.SendMessage("The doors have been linked.");
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}
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}
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[Usage("ChainLink")]
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[Description("Chain-links two or more targeted doors together.")]
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private static void ChainLink_OnCommand(CommandEventArgs e)
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{
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e.Mobile.BeginTarget(-1, false, TargetFlags.None, ChainLink_OnTarget, new List<BaseDoor>());
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e.Mobile.SendMessage("Target the first of a sequence of doors to link.");
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}
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private static void ChainLink_OnTarget(Mobile from, object targeted, List<BaseDoor> list)
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{
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if (!(targeted is BaseDoor door))
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{
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from.BeginTarget(-1, false, TargetFlags.None, ChainLink_OnTarget, list);
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from.SendMessage("That is not a door. Try again.");
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}
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else
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{
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if (list.Count > 0 && list[0] == door)
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{
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if (list.Count >= 2)
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{
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for (int i = 0; i < list.Count; ++i)
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list[i].Link = list[(i + 1) % list.Count];
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from.SendMessage("The chain of doors have been linked.");
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}
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else
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{
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from.BeginTarget(-1, false, TargetFlags.None, ChainLink_OnTarget, list);
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from.SendMessage("You have not yet targeted two unique doors. Target the second door to link.");
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}
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}
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else if (list.Contains(door))
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{
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from.BeginTarget(-1, false, TargetFlags.None, ChainLink_OnTarget, list);
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from.SendMessage(
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"You have already targeted that door. Target another door, or retarget the first door to complete the chain.");
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}
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else
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{
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list.Add(door);
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from.BeginTarget(-1, false, TargetFlags.None, ChainLink_OnTarget, list);
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if (list.Count == 1)
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from.SendMessage("Target the second door to link.");
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else
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from.SendMessage("Target another door to link. To complete the chain, retarget the first door.");
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}
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}
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}
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private static void EventSink_OpenDoorMacroUsed(Mobile m)
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{
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if (m.Map == null) return;
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int x = m.X, y = m.Y;
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switch (m.Direction & Direction.Mask)
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{
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case Direction.North:
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--y;
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break;
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case Direction.Right:
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++x;
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--y;
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break;
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case Direction.East:
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++x;
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break;
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case Direction.Down:
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++x;
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++y;
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break;
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case Direction.South:
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++y;
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break;
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case Direction.Left:
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--x;
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++y;
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break;
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case Direction.West:
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--x;
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break;
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case Direction.Up:
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--x;
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--y;
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break;
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}
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Sector sector = m.Map.GetSector(x, y);
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foreach (Item item in sector.Items)
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if (item.Location.X == x && item.Location.Y == y && item.Z + item.ItemData.Height > m.Z &&
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m.Z + 16 > item.Z && item is BaseDoor && m.CanSee(item) && m.InLOS(item))
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{
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if (m.CheckAlive())
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{
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m.SendLocalizedMessage(500024); // Opening door...
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item.OnDoubleClick(m);
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}
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break;
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}
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}
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public static Point3D GetOffset(DoorFacing facing) => m_Offsets[(int)facing];
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public bool CanClose()
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{
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if (!m_Open)
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return true;
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Map map = Map;
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if (map == null)
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return false;
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Point3D p = new Point3D(X - Offset.X, Y - Offset.Y, Z - Offset.Z);
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return CheckFit(map, p, 16);
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}
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private bool CheckFit(Map map, Point3D p, int height)
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{
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if (map == Map.Internal)
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return false;
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int x = p.X;
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int y = p.Y;
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int z = p.Z;
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Sector sector = map.GetSector(x, y);
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List<Item> items = sector.Items;
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List<Mobile> mobs = sector.Mobiles;
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for (int i = 0; i < items.Count; ++i)
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{
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Item item = items[i];
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if (!(item is BaseMulti) && item.ItemID <= TileData.MaxItemValue && item.AtWorldPoint(x, y) &&
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!(item is BaseDoor))
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{
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ItemData id = item.ItemData;
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bool surface = id.Surface;
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bool impassable = id.Impassable;
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if ((surface || impassable) && item.Z + id.CalcHeight > z && z + height > item.Z)
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return false;
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}
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}
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for (int i = 0; i < mobs.Count; ++i)
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{
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Mobile m = mobs[i];
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if (m.Location.X == x && m.Location.Y == y)
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{
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if (m.Hidden && m.AccessLevel > AccessLevel.Player)
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continue;
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if (!m.Alive)
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continue;
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if (m.Z + 16 > z && z + height > m.Z)
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return false;
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}
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}
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return true;
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}
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public List<BaseDoor> GetChain()
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{
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List<BaseDoor> list = new List<BaseDoor>();
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BaseDoor c = this;
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do
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{
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list.Add(c);
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c = c.Link;
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} while (c != null && !list.Contains(c));
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return list;
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}
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public bool IsFreeToClose()
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{
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if (!UseChainedFunctionality)
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return CanClose();
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List<BaseDoor> list = GetChain();
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bool freeToClose = true;
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for (int i = 0; freeToClose && i < list.Count; ++i)
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freeToClose = list[i].CanClose();
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return freeToClose;
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}
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public virtual bool IsInside(Mobile from) => false;
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public virtual bool UseLocks() => true;
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public virtual void Use(Mobile from)
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{
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if (Locked && !m_Open && UseLocks())
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{
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if (from.AccessLevel >= AccessLevel.GameMaster)
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{
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from.LocalOverheadMessage(MessageType.Regular, 0x3B2,
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502502); // That is locked, but you open it with your godly powers.
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// from.Send( new MessageLocalized( Serial, ItemID, MessageType.Regular, 0x3B2, 3, 502502, "", "" ) ); // That is locked, but you open it with your godly powers.
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}
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else if (Key.ContainsKey(from.Backpack, KeyValue))
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{
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from.LocalOverheadMessage(MessageType.Regular, 0x3B2,
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501282); // You quickly unlock, open, and relock the door
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}
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else if (IsInside(from))
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{
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from.LocalOverheadMessage(MessageType.Regular, 0x3B2,
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501280); // That is locked, but is usable from the inside.
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}
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else
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{
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if (Hue == 0x44E && Map == Map.Malas) // doom door into healer room in doom
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SendLocalizedMessageTo(from, 1060014); // Only the dead may pass.
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else
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from.LocalOverheadMessage(MessageType.Regular, 0x3B2, 502503); // That is locked.
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return;
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}
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}
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if (m_Open && !IsFreeToClose())
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return;
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if (m_Open)
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OnClosed(from);
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else
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OnOpened(from);
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if (UseChainedFunctionality)
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{
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bool open = !m_Open;
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List<BaseDoor> list = GetChain();
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for (int i = 0; i < list.Count; ++i)
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list[i].Open = open;
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}
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else
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{
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Open = !m_Open;
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BaseDoor link = Link;
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if (m_Open && link?.Open == false)
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link.Open = true;
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}
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}
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public virtual void OnOpened(Mobile from)
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{
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}
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public virtual void OnClosed(Mobile from)
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{
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}
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public override void OnDoubleClick(Mobile from)
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{
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if (from.AccessLevel == AccessLevel.Player && !from.InRange(GetWorldLocation(), 2))
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from.LocalOverheadMessage(MessageType.Regular, 0x3B2, 1019045); // I can't reach that.
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else
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Use(from);
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}
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public override void Serialize(IGenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(0); // version
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writer.Write(KeyValue);
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writer.Write(m_Open);
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writer.Write(Locked);
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writer.Write(OpenedID);
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writer.Write(ClosedID);
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writer.Write(OpenedSound);
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writer.Write(ClosedSound);
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writer.Write(Offset);
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writer.Write(m_Link);
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}
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public override void Deserialize(IGenericReader 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 0:
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{
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KeyValue = reader.ReadUInt();
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m_Open = reader.ReadBool();
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Locked = reader.ReadBool();
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OpenedID = reader.ReadInt();
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ClosedID = reader.ReadInt();
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OpenedSound = reader.ReadInt();
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ClosedSound = reader.ReadInt();
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Offset = reader.ReadPoint3D();
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m_Link = reader.ReadItem() as BaseDoor;
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m_Timer = new InternalTimer(this);
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if (m_Open)
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m_Timer.Start();
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break;
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}
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}
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}
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private class InternalTimer : Timer
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{
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private readonly BaseDoor m_Door;
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public InternalTimer(BaseDoor door) : base(TimeSpan.FromSeconds(20.0), TimeSpan.FromSeconds(10.0))
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{
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Priority = TimerPriority.OneSecond;
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m_Door = door;
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}
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protected override void OnTick()
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{
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if (m_Door.Open && m_Door.IsFreeToClose())
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m_Door.Open = false;
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}
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}
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}
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}
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