Fixes code according to modern code style. Fixes a few expression bugs.
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89eea25e5f
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3324 changed files with 441118 additions and 433755 deletions
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@ -5,234 +5,257 @@ using Mat = Server.Engines.BulkOrders.BulkMaterialType;
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namespace Server.Engines.BulkOrders
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{
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[TypeAlias( "Scripts.Engines.BulkOrders.SmallSmithBOD" )]
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public class SmallSmithBOD : SmallBOD
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{
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public static double[] m_BlacksmithMaterialChances = {
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0.501953125, // None
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0.250000000, // Dull Copper
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0.125000000, // Shadow Iron
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0.062500000, // Copper
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0.031250000, // Bronze
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0.015625000, // Gold
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0.007812500, // Agapite
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0.003906250, // Verite
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0.001953125 // Valorite
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};
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[TypeAlias("Scripts.Engines.BulkOrders.SmallSmithBOD")]
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public class SmallSmithBOD : SmallBOD
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{
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public static double[] m_BlacksmithMaterialChances =
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{
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0.501953125, // None
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0.250000000, // Dull Copper
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0.125000000, // Shadow Iron
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0.062500000, // Copper
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0.031250000, // Bronze
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0.015625000, // Gold
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0.007812500, // Agapite
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0.003906250, // Verite
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0.001953125 // Valorite
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};
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public override int ComputeFame()
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{
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return SmithRewardCalculator.Instance.ComputeFame( this );
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}
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private SmallSmithBOD(SmallBulkEntry entry, BulkMaterialType material, int amountMax, bool reqExceptional)
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{
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Hue = 0x44E;
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AmountMax = amountMax;
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Type = entry.Type;
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Number = entry.Number;
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Graphic = entry.Graphic;
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RequireExceptional = reqExceptional;
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Material = material;
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}
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public override int ComputeGold()
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{
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return SmithRewardCalculator.Instance.ComputeGold( this );
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}
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[Constructible]
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public SmallSmithBOD()
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{
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SmallBulkEntry[] entries;
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bool useMaterials;
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public override List<Item> ComputeRewards( bool full )
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{
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List<Item> list = new List<Item>();
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if (useMaterials = Utility.RandomBool())
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entries = SmallBulkEntry.BlacksmithArmor;
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else
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entries = SmallBulkEntry.BlacksmithWeapons;
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RewardGroup rewardGroup = SmithRewardCalculator.Instance.LookupRewards( SmithRewardCalculator.Instance.ComputePoints( this ) );
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if (entries.Length > 0)
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{
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int hue = 0x44E;
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int amountMax = Utility.RandomList(10, 15, 20);
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if ( rewardGroup != null )
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{
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if ( full )
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{
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for ( int i = 0; i < rewardGroup.Items.Length; ++i )
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{
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Item item = rewardGroup.Items[i].Construct();
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BulkMaterialType material;
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if ( item != null )
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list.Add( item );
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}
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}
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else
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{
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RewardItem rewardItem = rewardGroup.AcquireItem();
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if (useMaterials)
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material = GetRandomMaterial(BulkMaterialType.DullCopper, m_BlacksmithMaterialChances);
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else
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material = BulkMaterialType.None;
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Item item = rewardItem?.Construct();
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bool reqExceptional = Utility.RandomBool() || material == BulkMaterialType.None;
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if ( item != null )
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list.Add( item );
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}
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}
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SmallBulkEntry entry = entries[Utility.Random(entries.Length)];
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return list;
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}
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Hue = hue;
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AmountMax = amountMax;
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Type = entry.Type;
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Number = entry.Number;
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Graphic = entry.Graphic;
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RequireExceptional = reqExceptional;
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Material = material;
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}
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}
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public static SmallSmithBOD CreateRandomFor( Mobile m )
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{
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SmallBulkEntry[] entries;
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bool useMaterials;
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public SmallSmithBOD(int amountCur, int amountMax, Type type, int number, int graphic, bool reqExceptional,
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BulkMaterialType mat)
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{
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Hue = 0x44E;
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AmountMax = amountMax;
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AmountCur = amountCur;
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Type = type;
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Number = number;
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Graphic = graphic;
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RequireExceptional = reqExceptional;
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Material = mat;
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}
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if ( useMaterials = Utility.RandomBool() )
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entries = SmallBulkEntry.BlacksmithArmor;
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else
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entries = SmallBulkEntry.BlacksmithWeapons;
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public SmallSmithBOD(Serial serial) : base(serial)
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{
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}
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if ( entries.Length > 0 )
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{
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double theirSkill = m.Skills[SkillName.Blacksmith].Base;
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int amountMax;
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public override int ComputeFame()
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{
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return SmithRewardCalculator.Instance.ComputeFame(this);
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}
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if ( theirSkill >= 70.1 )
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amountMax = Utility.RandomList( 10, 15, 20, 20 );
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else if ( theirSkill >= 50.1 )
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amountMax = Utility.RandomList( 10, 15, 15, 20 );
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else
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amountMax = Utility.RandomList( 10, 10, 15, 20 );
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public override int ComputeGold()
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{
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return SmithRewardCalculator.Instance.ComputeGold(this);
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}
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BulkMaterialType material = BulkMaterialType.None;
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public override List<Item> ComputeRewards(bool full)
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{
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List<Item> list = new List<Item>();
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if ( useMaterials && theirSkill >= 70.1 )
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{
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for ( int i = 0; i < 20; ++i )
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{
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BulkMaterialType check = GetRandomMaterial( BulkMaterialType.DullCopper, m_BlacksmithMaterialChances );
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double skillReq = 0.0;
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RewardGroup rewardGroup =
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SmithRewardCalculator.Instance.LookupRewards(SmithRewardCalculator.Instance.ComputePoints(this));
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switch ( check )
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{
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case BulkMaterialType.DullCopper: skillReq = 65.0; break;
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case BulkMaterialType.ShadowIron: skillReq = 70.0; break;
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case BulkMaterialType.Copper: skillReq = 75.0; break;
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case BulkMaterialType.Bronze: skillReq = 80.0; break;
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case BulkMaterialType.Gold: skillReq = 85.0; break;
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case BulkMaterialType.Agapite: skillReq = 90.0; break;
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case BulkMaterialType.Verite: skillReq = 95.0; break;
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case BulkMaterialType.Valorite: skillReq = 100.0; break;
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case BulkMaterialType.Spined: skillReq = 65.0; break;
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case BulkMaterialType.Horned: skillReq = 80.0; break;
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case BulkMaterialType.Barbed: skillReq = 99.0; break;
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}
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if (rewardGroup != null)
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{
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if (full)
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{
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for (int i = 0; i < rewardGroup.Items.Length; ++i)
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{
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Item item = rewardGroup.Items[i].Construct();
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if ( theirSkill >= skillReq )
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{
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material = check;
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break;
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}
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}
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}
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if (item != null)
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list.Add(item);
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}
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}
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else
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{
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RewardItem rewardItem = rewardGroup.AcquireItem();
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double excChance = 0.0;
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Item item = rewardItem?.Construct();
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if ( theirSkill >= 70.1 )
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excChance = (theirSkill + 80.0) / 200.0;
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if (item != null)
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list.Add(item);
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}
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}
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bool reqExceptional = ( excChance > Utility.RandomDouble() );
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return list;
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}
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CraftSystem system = DefBlacksmithy.CraftSystem;
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public static SmallSmithBOD CreateRandomFor(Mobile m)
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{
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SmallBulkEntry[] entries;
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bool useMaterials;
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List<SmallBulkEntry> validEntries = new List<SmallBulkEntry>();
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if (useMaterials = Utility.RandomBool())
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entries = SmallBulkEntry.BlacksmithArmor;
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else
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entries = SmallBulkEntry.BlacksmithWeapons;
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for ( int i = 0; i < entries.Length; ++i )
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{
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CraftItem item = system.CraftItems.SearchFor( entries[i].Type );
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if (entries.Length > 0)
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{
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double theirSkill = m.Skills[SkillName.Blacksmith].Base;
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int amountMax;
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if ( item != null )
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{
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bool allRequiredSkills = true;
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double chance = item.GetSuccessChance( m, null, system, false, ref allRequiredSkills );
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if (theirSkill >= 70.1)
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amountMax = Utility.RandomList(10, 15, 20, 20);
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else if (theirSkill >= 50.1)
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amountMax = Utility.RandomList(10, 15, 15, 20);
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else
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amountMax = Utility.RandomList(10, 10, 15, 20);
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if ( allRequiredSkills && chance >= 0.0 )
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{
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if ( reqExceptional )
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chance = item.GetExceptionalChance( system, chance, m );
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BulkMaterialType material = BulkMaterialType.None;
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if ( chance > 0.0 )
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validEntries.Add( entries[i] );
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}
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}
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}
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if (useMaterials && theirSkill >= 70.1)
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for (int i = 0; i < 20; ++i)
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{
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BulkMaterialType check = GetRandomMaterial(BulkMaterialType.DullCopper, m_BlacksmithMaterialChances);
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double skillReq = 0.0;
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if ( validEntries.Count > 0 )
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{
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SmallBulkEntry entry = validEntries[Utility.Random( validEntries.Count )];
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return new SmallSmithBOD( entry, material, amountMax, reqExceptional );
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}
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}
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switch (check)
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{
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case BulkMaterialType.DullCopper:
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skillReq = 65.0;
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break;
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case BulkMaterialType.ShadowIron:
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skillReq = 70.0;
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break;
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case BulkMaterialType.Copper:
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skillReq = 75.0;
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break;
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case BulkMaterialType.Bronze:
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skillReq = 80.0;
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break;
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case BulkMaterialType.Gold:
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skillReq = 85.0;
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break;
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case BulkMaterialType.Agapite:
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skillReq = 90.0;
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break;
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case BulkMaterialType.Verite:
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skillReq = 95.0;
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break;
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case BulkMaterialType.Valorite:
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skillReq = 100.0;
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break;
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case BulkMaterialType.Spined:
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skillReq = 65.0;
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break;
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case BulkMaterialType.Horned:
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skillReq = 80.0;
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break;
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case BulkMaterialType.Barbed:
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skillReq = 99.0;
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break;
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}
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return null;
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}
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if (theirSkill >= skillReq)
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{
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material = check;
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break;
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}
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}
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private SmallSmithBOD( SmallBulkEntry entry, BulkMaterialType material, int amountMax, bool reqExceptional )
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{
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Hue = 0x44E;
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AmountMax = amountMax;
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Type = entry.Type;
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Number = entry.Number;
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Graphic = entry.Graphic;
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RequireExceptional = reqExceptional;
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Material = material;
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}
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double excChance = 0.0;
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[Constructible]
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public SmallSmithBOD()
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{
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SmallBulkEntry[] entries;
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bool useMaterials;
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if (theirSkill >= 70.1)
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excChance = (theirSkill + 80.0) / 200.0;
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if ( useMaterials = Utility.RandomBool() )
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entries = SmallBulkEntry.BlacksmithArmor;
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else
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entries = SmallBulkEntry.BlacksmithWeapons;
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bool reqExceptional = excChance > Utility.RandomDouble();
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if ( entries.Length > 0 )
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{
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int hue = 0x44E;
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int amountMax = Utility.RandomList( 10, 15, 20 );
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CraftSystem system = DefBlacksmithy.CraftSystem;
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BulkMaterialType material;
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List<SmallBulkEntry> validEntries = new List<SmallBulkEntry>();
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if ( useMaterials )
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material = GetRandomMaterial( BulkMaterialType.DullCopper, m_BlacksmithMaterialChances );
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else
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material = BulkMaterialType.None;
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for (int i = 0; i < entries.Length; ++i)
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{
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CraftItem item = system.CraftItems.SearchFor(entries[i].Type);
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bool reqExceptional = Utility.RandomBool() || (material == BulkMaterialType.None);
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if (item != null)
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{
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bool allRequiredSkills = true;
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double chance = item.GetSuccessChance(m, null, system, false, ref allRequiredSkills);
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SmallBulkEntry entry = entries[Utility.Random( entries.Length )];
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if (allRequiredSkills && chance >= 0.0)
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{
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if (reqExceptional)
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chance = item.GetExceptionalChance(system, chance, m);
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Hue = hue;
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AmountMax = amountMax;
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Type = entry.Type;
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Number = entry.Number;
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Graphic = entry.Graphic;
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RequireExceptional = reqExceptional;
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Material = material;
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}
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}
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if (chance > 0.0)
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validEntries.Add(entries[i]);
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}
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}
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}
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public SmallSmithBOD( int amountCur, int amountMax, Type type, int number, int graphic, bool reqExceptional, BulkMaterialType mat )
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{
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Hue = 0x44E;
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AmountMax = amountMax;
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AmountCur = amountCur;
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Type = type;
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Number = number;
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Graphic = graphic;
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RequireExceptional = reqExceptional;
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Material = mat;
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}
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if (validEntries.Count > 0)
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{
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SmallBulkEntry entry = validEntries[Utility.Random(validEntries.Count)];
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return new SmallSmithBOD(entry, material, amountMax, reqExceptional);
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}
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}
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public SmallSmithBOD( Serial serial ) : base( serial )
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{
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}
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return null;
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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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public override void Serialize(GenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write( (int) 0 ); // version
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}
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writer.Write(0); // 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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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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}
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}
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int version = reader.ReadInt();
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}
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}
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}
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