Fixes code according to modern code style. Fixes a few expression bugs.
This commit is contained in:
parent
89eea25e5f
commit
970fd563b2
3324 changed files with 441118 additions and 433755 deletions
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@ -1,242 +1,257 @@
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using System;
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using Server.Engines.Craft;
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using Server.Factions;
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using Server.Mobiles;
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using Server.Regions;
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namespace Server.Items
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{
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public class RepairDeed : Item
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{
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private class RepairSkillInfo
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{
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public TextDefinition NotNearbyMessage { get; }
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public class RepairDeed : Item
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{
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public enum RepairSkillType
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{
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Smithing,
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Tailoring,
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Tinkering,
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Carpentry,
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Fletching
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}
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public TextDefinition Name { get; }
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private Mobile m_Crafter;
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private RepairSkillType m_Skill;
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private double m_SkillLevel;
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[Constructible]
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public RepairDeed() : this(RepairSkillType.Smithing, 100.0, null, true)
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{
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}
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[Constructible]
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public RepairDeed(RepairSkillType skill, double level) : this(skill, level, null, true)
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{
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}
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[Constructible]
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public RepairDeed(RepairSkillType skill, double level, bool normalizeLevel) : this(skill, level, null,
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normalizeLevel)
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{
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}
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public RepairDeed(RepairSkillType skill, double level, Mobile crafter) : this(skill, level, crafter, true)
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{
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}
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public RepairDeed(RepairSkillType skill, double level, Mobile crafter, bool normalizeLevel) : base(0x14F0)
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{
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if (normalizeLevel)
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SkillLevel = (int)(level / 10) * 10;
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else
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SkillLevel = level;
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m_Skill = skill;
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m_Crafter = crafter;
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Hue = 0x1BC;
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LootType = LootType.Blessed;
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}
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public RepairDeed(Serial serial) : base(serial)
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{
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}
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public override bool DisplayLootType => false;
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[CommandProperty(AccessLevel.GameMaster)]
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public RepairSkillType RepairSkill
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{
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get => m_Skill;
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set
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{
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m_Skill = value;
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InvalidateProperties();
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}
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public double SkillLevel
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{
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get => m_SkillLevel;
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set
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{
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m_SkillLevel = Math.Max(Math.Min(value, 120.0), 0);
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InvalidateProperties();
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}
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public Mobile Crafter
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{
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get => m_Crafter;
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set
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{
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m_Crafter = value;
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InvalidateProperties();
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}
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}
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public override void AddNameProperty(ObjectPropertyList list)
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{
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list.Add(1061133,
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$"{GetSkillTitle(m_SkillLevel)}\t{RepairSkillInfo.GetInfo(m_Skill).Name}"); // A repair service contract from ~1_SKILL_TITLE~ ~2_SKILL_NAME~.
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}
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public override void GetProperties(ObjectPropertyList list)
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{
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base.GetProperties(list);
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if (m_Crafter != null)
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list.Add(1050043, m_Crafter.Name); // crafted by ~1_NAME~
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//On OSI it says it's exceptional. Intentional difference.
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}
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public override void OnSingleClick(Mobile from)
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{
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if (Deleted || !from.CanSee(this))
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return;
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LabelTo(from, 1061133,
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$"{GetSkillTitle(m_SkillLevel)}\t{RepairSkillInfo.GetInfo(m_Skill).Name}"); // A repair service contract from ~1_SKILL_TITLE~ ~2_SKILL_NAME~.
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if (m_Crafter != null)
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LabelTo(from, 1050043, m_Crafter.Name); // crafted by ~1_NAME~
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}
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private static TextDefinition GetSkillTitle(double skillLevel)
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{
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int skill = (int)(skillLevel / 10);
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if (skill >= 11)
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return 1062008 + skill - 11;
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if (skill >= 5)
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return 1061123 + skill - 5;
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switch (skill)
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{
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case 4:
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return "a Novice";
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case 3:
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return "a Neophyte";
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default:
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return "a Newbie"; //On OSI, it shouldn't go below 50, but, this is for 'custom' support.
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}
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}
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public static RepairSkillType GetTypeFor(CraftSystem s)
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{
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for (int i = 0; i < RepairSkillInfo.Table.Length; i++)
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if (RepairSkillInfo.Table[i].System == s)
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return (RepairSkillType)i;
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return RepairSkillType.Smithing;
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}
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public override void OnDoubleClick(Mobile from)
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{
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if (Check(from))
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Repair.Do(from, RepairSkillInfo.GetInfo(m_Skill).System, this);
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}
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public bool Check(Mobile from)
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{
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if (!IsChildOf(from.Backpack))
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from.SendLocalizedMessage(1047012); // The contract must be in your backpack to use it.
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else if (!VerifyRegion(from))
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TextDefinition.SendMessageTo(from, RepairSkillInfo.GetInfo(m_Skill).NotNearbyMessage);
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else
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return true;
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return false;
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}
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public bool VerifyRegion(Mobile m)
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{
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//TODO: When the entire region system data is in, convert to that instead of a proximity thing.
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if (!m.Region.IsPartOf(typeof(TownRegion)))
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return false;
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return Faction.IsNearType(m, RepairSkillInfo.GetInfo(m_Skill).NearbyTypes, 6);
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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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writer.Write(0); // version
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writer.Write((int)m_Skill);
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writer.Write(m_SkillLevel);
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writer.Write(m_Crafter);
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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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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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m_Skill = (RepairSkillType)reader.ReadInt();
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m_SkillLevel = reader.ReadDouble();
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m_Crafter = reader.ReadMobile();
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break;
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}
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}
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}
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private class RepairSkillInfo
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{
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public RepairSkillInfo(CraftSystem system, Type[] nearbyTypes, TextDefinition notNearbyMessage,
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TextDefinition name)
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{
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System = system;
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NearbyTypes = nearbyTypes;
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NotNearbyMessage = notNearbyMessage;
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Name = name;
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}
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public RepairSkillInfo(CraftSystem system, Type nearbyType, TextDefinition notNearbyMessage, TextDefinition name)
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: this(system, new[] { nearbyType }, notNearbyMessage, name)
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{
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}
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public TextDefinition NotNearbyMessage{ get; }
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public TextDefinition Name{ get; }
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public CraftSystem System { get; }
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public CraftSystem System{ get; }
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public Type[] NearbyTypes { get; }
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public Type[] NearbyTypes{ get; }
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public RepairSkillInfo( CraftSystem system, Type[] nearbyTypes, TextDefinition notNearbyMessage, TextDefinition name )
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{
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System = system;
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NearbyTypes = nearbyTypes;
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NotNearbyMessage = notNearbyMessage;
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Name = name;
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}
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public static RepairSkillInfo[] Table{ get; } =
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{
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new RepairSkillInfo(DefBlacksmithy.CraftSystem, typeof(Blacksmith), 1047013, 1023015),
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new RepairSkillInfo(DefTailoring.CraftSystem, typeof(Tailor), 1061132, 1022981),
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new RepairSkillInfo(DefTinkering.CraftSystem, typeof(Tinker), 1061166, 1022983),
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new RepairSkillInfo(DefCarpentry.CraftSystem, typeof(Carpenter), 1061135, 1060774),
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new RepairSkillInfo(DefBowFletching.CraftSystem, typeof(Bowyer), 1061134, 1023005)
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};
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public RepairSkillInfo( CraftSystem system, Type nearbyType, TextDefinition notNearbyMessage, TextDefinition name )
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: this( system, new[] { nearbyType }, notNearbyMessage, name )
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{
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}
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public static RepairSkillInfo GetInfo(RepairSkillType type)
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{
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int v = (int)type;
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public static RepairSkillInfo[] Table { get; } =
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{
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new RepairSkillInfo( DefBlacksmithy.CraftSystem, typeof( Blacksmith ), 1047013, 1023015 ),
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new RepairSkillInfo( DefTailoring.CraftSystem, typeof( Tailor ), 1061132, 1022981 ),
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new RepairSkillInfo( DefTinkering.CraftSystem, typeof( Tinker ), 1061166, 1022983 ),
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new RepairSkillInfo( DefCarpentry.CraftSystem, typeof( Carpenter ), 1061135, 1060774 ),
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new RepairSkillInfo( DefBowFletching.CraftSystem, typeof( Bowyer ), 1061134, 1023005 )
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};
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if (v < 0 || v >= Table.Length)
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v = 0;
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public static RepairSkillInfo GetInfo( RepairSkillType type )
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{
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int v = (int)type;
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if ( v < 0 || v >= Table.Length )
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v = 0;
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return Table[v];
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}
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}
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public enum RepairSkillType
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{
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Smithing,
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Tailoring,
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Tinkering,
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Carpentry,
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Fletching
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}
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public override bool DisplayLootType => false;
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private RepairSkillType m_Skill;
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private double m_SkillLevel;
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private Mobile m_Crafter;
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[CommandProperty( AccessLevel.GameMaster )]
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public RepairSkillType RepairSkill
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{
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get => m_Skill;
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set { m_Skill = value; InvalidateProperties(); }
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public double SkillLevel
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{
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get => m_SkillLevel;
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set { m_SkillLevel = Math.Max( Math.Min( value, 120.0 ), 0 ) ; InvalidateProperties(); }
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public Mobile Crafter
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{
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get => m_Crafter;
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set { m_Crafter = value; InvalidateProperties(); }
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}
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public override void AddNameProperty( ObjectPropertyList list )
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{
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list.Add( 1061133, $"{GetSkillTitle(m_SkillLevel).ToString()}\t{RepairSkillInfo.GetInfo(m_Skill).Name}"); // A repair service contract from ~1_SKILL_TITLE~ ~2_SKILL_NAME~.
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}
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public override void GetProperties( ObjectPropertyList list )
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{
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base.GetProperties( list );
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if ( m_Crafter != null )
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list.Add( 1050043, m_Crafter.Name ); // crafted by ~1_NAME~
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//On OSI it says it's exceptional. Intentional difference.
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}
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public override void OnSingleClick( Mobile from )
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{
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if ( Deleted || !from.CanSee( this ) )
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return;
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LabelTo( from, 1061133,
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$"{GetSkillTitle(m_SkillLevel).ToString()}\t{RepairSkillInfo.GetInfo(m_Skill).Name}"); // A repair service contract from ~1_SKILL_TITLE~ ~2_SKILL_NAME~.
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if ( m_Crafter != null )
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LabelTo( from, 1050043, m_Crafter.Name ); // crafted by ~1_NAME~
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}
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[Constructible]
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public RepairDeed() : this( RepairSkillType.Smithing, 100.0, null, true )
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{
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}
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[Constructible]
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public RepairDeed( RepairSkillType skill, double level ) : this( skill, level, null, true )
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{
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}
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[Constructible]
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public RepairDeed( RepairSkillType skill, double level, bool normalizeLevel ) : this( skill, level, null, normalizeLevel )
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{
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}
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public RepairDeed( RepairSkillType skill, double level, Mobile crafter ) : this( skill, level, crafter, true )
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{
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}
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public RepairDeed( RepairSkillType skill, double level, Mobile crafter, bool normalizeLevel ) : base( 0x14F0 )
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{
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if ( normalizeLevel )
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SkillLevel = (int)(level/10)*10;
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else
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SkillLevel = level;
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m_Skill = skill;
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m_Crafter = crafter;
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Hue = 0x1BC;
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LootType = LootType.Blessed;
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}
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public RepairDeed( Serial serial ) : base( serial )
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{
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}
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private static TextDefinition GetSkillTitle( double skillLevel )
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{
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int skill = (int)(skillLevel/10);
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if ( skill >= 11 )
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return (1062008 + skill-11);
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if ( skill >=5 )
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return (1061123 + skill-5);
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switch( skill )
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{
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case 4:
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return "a Novice";
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case 3:
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return "a Neophyte";
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default:
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return "a Newbie"; //On OSI, it shouldn't go below 50, but, this is for 'custom' support.
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}
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}
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public static RepairSkillType GetTypeFor( CraftSystem s )
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{
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for( int i = 0; i < RepairSkillInfo.Table.Length; i++ )
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{
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if ( RepairSkillInfo.Table[i].System == s )
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return (RepairSkillType)i;
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}
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return RepairSkillType.Smithing;
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}
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public override void OnDoubleClick( Mobile from )
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{
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if ( Check( from ) )
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Repair.Do( from, RepairSkillInfo.GetInfo( m_Skill ).System, this );
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}
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public bool Check( Mobile from )
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{
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if ( !IsChildOf( from.Backpack ) )
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from.SendLocalizedMessage( 1047012 ); // The contract must be in your backpack to use it.
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else if ( !VerifyRegion( from ) )
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TextDefinition.SendMessageTo( from, RepairSkillInfo.GetInfo( m_Skill ).NotNearbyMessage );
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else
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return true;
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return false;
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}
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public bool VerifyRegion( Mobile m )
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{
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//TODO: When the entire region system data is in, convert to that instead of a proximity thing.
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if ( !m.Region.IsPartOf( typeof( TownRegion ) ) )
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return false;
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return Factions.Faction.IsNearType( m, RepairSkillInfo.GetInfo( m_Skill ).NearbyTypes, 6 );
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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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writer.Write( (int)0 ); // version
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writer.Write( (int)m_Skill );
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writer.Write( m_SkillLevel );
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writer.Write( m_Crafter );
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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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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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m_Skill = (RepairSkillType)reader.ReadInt();
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m_SkillLevel = reader.ReadDouble();
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m_Crafter = reader.ReadMobile();
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break;
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}
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}
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}
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}
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}
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return Table[v];
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}
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}
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}
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}
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