Implement Core.TickCount
Convert movement, actions (lift/use), combat, and spells to use Core.TickCount and avoid DateTime caveats (performance, system time dependency, etc) Refactor DateTime.Now to DateTime.UtcNow Add LOS check for Iron Maiden addon
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241 changed files with 842 additions and 831 deletions
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@ -47,7 +47,7 @@ namespace Server.Multis
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m_CurrentStage = level;
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if ( DynamicDecay.Decays( level ) )
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m_NextDecayStage = DateTime.Now + DynamicDecay.GetRandomDuration( level );
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m_NextDecayStage = DateTime.UtcNow + DynamicDecay.GetRandomDuration( level );
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else
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m_NextDecayStage = DateTime.MinValue;
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}
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@ -171,14 +171,14 @@ namespace Server.Multis
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if ( DynamicDecay.Enabled )
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ResetDynamicDecay();
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m_LastRefreshed = DateTime.Now;
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m_LastRefreshed = DateTime.UtcNow;
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result = DecayLevel.Ageless;
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}
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else if ( DynamicDecay.Enabled )
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{
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DecayLevel stage = m_CurrentStage;
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if ( stage == DecayLevel.Ageless || ( DynamicDecay.Decays( stage ) && m_NextDecayStage <= DateTime.Now ) )
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if ( stage == DecayLevel.Ageless || ( DynamicDecay.Decays( stage ) && m_NextDecayStage <= DateTime.UtcNow ) )
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SetDynamicDecay( ++stage );
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if ( stage == DecayLevel.Collapsed && ( HasRentedVendors || VendorInventories.Count > 0 ) )
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@ -205,7 +205,7 @@ namespace Server.Multis
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public DecayLevel GetOldDecayLevel()
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{
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TimeSpan timeAfterRefresh = DateTime.Now - m_LastRefreshed;
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TimeSpan timeAfterRefresh = DateTime.UtcNow - m_LastRefreshed;
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int percent = (int) ((timeAfterRefresh.Ticks * 1000) / DecayPeriod.Ticks);
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if ( percent >= 1000 ) // 100.0%
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@ -231,7 +231,7 @@ namespace Server.Multis
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DecayLevel oldLevel = this.DecayLevel;
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m_LastRefreshed = DateTime.Now;
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m_LastRefreshed = DateTime.UtcNow;
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if ( DynamicDecay.Enabled )
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ResetDynamicDecay();
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@ -1217,9 +1217,9 @@ namespace Server.Multis
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{
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m_AllHouses.Add( this );
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m_LastRefreshed = DateTime.Now;
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m_LastRefreshed = DateTime.UtcNow;
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m_BuiltOn = DateTime.Now;
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m_BuiltOn = DateTime.UtcNow;
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m_LastTraded = DateTime.MinValue;
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m_Doors = new ArrayList();
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@ -1763,7 +1763,7 @@ namespace Server.Multis
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m_House.Friends.Clear();
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m_House.CoOwners.Clear();
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m_House.ChangeLocks( to );
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m_House.LastTraded = DateTime.Now;
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m_House.LastTraded = DateTime.UtcNow;
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}
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}
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@ -2020,7 +2020,7 @@ namespace Server.Multis
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Guild attackerGuild = m.Guild as Guild;
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Guild defenderGuild = info.Defender.Guild as Guild;
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if ( info.Defender.Player && info.Defender.Alive && (DateTime.Now - info.LastCombatTime) < HouseRegion.CombatHeatDelay && (attackerGuild == null || defenderGuild == null || defenderGuild != attackerGuild && !defenderGuild.IsEnemy( attackerGuild )) )
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if ( info.Defender.Player && info.Defender.Alive && (DateTime.UtcNow - info.LastCombatTime) < HouseRegion.CombatHeatDelay && (attackerGuild == null || defenderGuild == null || defenderGuild != attackerGuild && !defenderGuild.IsEnemy( attackerGuild )) )
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return true;
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}
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@ -2506,7 +2506,7 @@ namespace Server.Multis
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{
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Item child = children[j];
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if ( child.Decays && !child.IsLockedDown && !child.IsSecure && (child.LastMoved + child.DecayTime) <= DateTime.Now )
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if ( child.Decays && !child.IsLockedDown && !child.IsSecure && (child.LastMoved + child.DecayTime) <= DateTime.UtcNow )
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Timer.DelayCall( TimeSpan.Zero, new TimerCallback( child.Delete ) );
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}
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}
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@ -2728,7 +2728,7 @@ namespace Server.Multis
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}
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if ( version < 11 )
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m_LastRefreshed = DateTime.Now + TimeSpan.FromHours( 24 * Utility.RandomDouble() );
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m_LastRefreshed = DateTime.UtcNow + TimeSpan.FromHours( 24 * Utility.RandomDouble() );
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if ( DynamicDecay.Enabled && !loadedDynamicDecay )
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{
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