Fixes code according to modern code style. Fixes a few expression bugs.
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89eea25e5f
commit
970fd563b2
3324 changed files with 441118 additions and 433755 deletions
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@ -3,128 +3,124 @@ using System.Collections;
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namespace Server.Mobiles
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{
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public class EnergyVortex : BaseCreature
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{
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public override string CorpseName => "an energy vortex corpse";
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public override bool DeleteCorpseOnDeath => Summoned;
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public override bool AlwaysMurderer => true; // Or Llama vortices will appear gray.
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public class EnergyVortex : BaseCreature
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{
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[Constructible]
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public EnergyVortex()
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: base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4)
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{
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if (Core.SE && 0.002 > Utility.RandomDouble()) // Per OSI FoF, it's a 1/500 chance.
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{
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// Llama vortex!
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Body = 0xDC;
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Hue = 0x76;
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}
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else
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{
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Body = 164;
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}
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public override double DispelDifficulty => 80.0;
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public override double DispelFocus => 20.0;
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SetStr(200);
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SetDex(200);
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SetInt(100);
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public override double GetFightModeRanking( Mobile m, FightMode acqType, bool bPlayerOnly )
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{
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return ( m.Int + m.Skills[SkillName.Magery].Value ) / Math.Max( GetDistanceToSqrt( m ), 1.0 );
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}
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SetHits(Core.SE ? 140 : 70);
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SetStam(250);
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SetMana(0);
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public override string DefaultName => "an energy vortex";
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SetDamage(14, 17);
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[Constructible]
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public EnergyVortex()
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: base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
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{
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if ( Core.SE && 0.002 > Utility.RandomDouble() ) // Per OSI FoF, it's a 1/500 chance.
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{
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// Llama vortex!
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Body = 0xDC;
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Hue = 0x76;
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}
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else
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{
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Body = 164;
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}
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SetDamageType(ResistanceType.Physical, 0);
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SetDamageType(ResistanceType.Energy, 100);
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SetStr( 200 );
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SetDex( 200 );
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SetInt( 100 );
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SetResistance(ResistanceType.Physical, 60, 70);
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SetResistance(ResistanceType.Fire, 40, 50);
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SetResistance(ResistanceType.Cold, 40, 50);
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SetResistance(ResistanceType.Poison, 40, 50);
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SetResistance(ResistanceType.Energy, 90, 100);
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SetHits( ( Core.SE ) ? 140 : 70 );
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SetStam( 250 );
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SetMana( 0 );
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SetSkill(SkillName.MagicResist, 99.9);
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SetSkill(SkillName.Tactics, 100.0);
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SetSkill(SkillName.Wrestling, 120.0);
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SetDamage( 14, 17 );
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Fame = 0;
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Karma = 0;
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SetDamageType( ResistanceType.Physical, 0 );
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SetDamageType( ResistanceType.Energy, 100 );
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SetResistance( ResistanceType.Physical, 60, 70 );
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SetResistance( ResistanceType.Fire, 40, 50 );
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SetResistance( ResistanceType.Cold, 40, 50 );
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SetResistance( ResistanceType.Poison, 40, 50 );
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SetResistance( ResistanceType.Energy, 90, 100 );
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SetSkill( SkillName.MagicResist, 99.9 );
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SetSkill( SkillName.Tactics, 100.0 );
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SetSkill( SkillName.Wrestling, 120.0 );
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Fame = 0;
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Karma = 0;
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VirtualArmor = 40;
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ControlSlots = ( Core.SE ) ? 2 : 1;
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}
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public override bool BleedImmune => true;
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public override Poison PoisonImmune => Poison.Lethal;
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public override int GetAngerSound()
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{
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return 0x15;
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}
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public override int GetAttackSound()
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{
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return 0x28;
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}
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public override void OnThink()
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{
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if ( Core.SE && Summoned )
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{
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ArrayList spirtsOrVortexes = new ArrayList();
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foreach ( Mobile m in GetMobilesInRange( 5 ) )
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{
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if ( m is EnergyVortex || m is BladeSpirits )
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{
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if ( ( (BaseCreature) m ).Summoned )
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spirtsOrVortexes.Add( m );
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}
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}
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while ( spirtsOrVortexes.Count > 6 )
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{
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int index = Utility.Random( spirtsOrVortexes.Count );
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//TODO: Confirm if it's the dispel with all the pretty effects or just a deletion of it.
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Dispel( ( (Mobile) spirtsOrVortexes[index] ) );
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spirtsOrVortexes.RemoveAt( index );
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}
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}
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base.OnThink();
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}
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VirtualArmor = 40;
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ControlSlots = Core.SE ? 2 : 1;
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}
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public EnergyVortex( Serial serial )
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: base( serial )
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{
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}
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public EnergyVortex(Serial serial)
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: base(serial)
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{
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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 string CorpseName => "an energy vortex corpse";
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public override bool DeleteCorpseOnDeath => Summoned;
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public override bool AlwaysMurderer => true; // Or Llama vortices will appear gray.
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writer.Write( (int) 0 ); // version
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}
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public override double DispelDifficulty => 80.0;
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public override double DispelFocus => 20.0;
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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 string DefaultName => "an energy vortex";
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int version = reader.ReadInt();
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public override bool BleedImmune => true;
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public override Poison PoisonImmune => Poison.Lethal;
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if ( BaseSoundID == 263 )
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BaseSoundID = 0;
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}
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}
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}
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public override double GetFightModeRanking(Mobile m, FightMode acqType, bool bPlayerOnly)
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{
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return (m.Int + m.Skills[SkillName.Magery].Value) / Math.Max(GetDistanceToSqrt(m), 1.0);
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}
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public override int GetAngerSound()
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{
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return 0x15;
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}
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public override int GetAttackSound()
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{
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return 0x28;
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}
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public override void OnThink()
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{
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if (Core.SE && Summoned)
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{
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ArrayList spirtsOrVortexes = new ArrayList();
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foreach (Mobile m in GetMobilesInRange(5))
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if (m is EnergyVortex || m is BladeSpirits)
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if (((BaseCreature)m).Summoned)
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spirtsOrVortexes.Add(m);
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while (spirtsOrVortexes.Count > 6)
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{
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int index = Utility.Random(spirtsOrVortexes.Count);
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//TODO: Confirm if it's the dispel with all the pretty effects or just a deletion of it.
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Dispel((Mobile)spirtsOrVortexes[index]);
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spirtsOrVortexes.RemoveAt(index);
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}
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}
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base.OnThink();
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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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}
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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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if (BaseSoundID == 263)
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BaseSoundID = 0;
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}
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}
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}
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