Sets a default parameter for OnHit. More casting cleanup.
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96 changed files with 350 additions and 579 deletions
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@ -117,17 +117,15 @@ namespace Server.Items
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{
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Item item = Loot.RandomArmorOrShieldOrWeapon();
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if ( item is BaseWeapon )
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if ( item is BaseWeapon weapon )
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{
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BaseWeapon weapon = ( BaseWeapon )item;
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weapon.DamageLevel = ( WeaponDamageLevel )Utility.Random( m_Level );
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weapon.AccuracyLevel = ( WeaponAccuracyLevel )Utility.Random( m_Level );
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weapon.DurabilityLevel = ( WeaponDurabilityLevel )Utility.Random( m_Level );
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weapon.Quality = WeaponQuality.Regular;
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}
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else if ( item is BaseArmor )
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else if ( item is BaseArmor armor )
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{
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BaseArmor armor = ( BaseArmor )item;
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armor.ProtectionLevel = ( ArmorProtectionLevel )Utility.Random( m_Level );
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armor.Durability = ( ArmorDurabilityLevel )Utility.Random( m_Level );
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armor.Quality = ArmorQuality.Regular;
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@ -124,17 +124,15 @@ namespace Server.Items
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{
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Item item = Loot.RandomArmorOrShieldOrWeapon();
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if ( item is BaseWeapon )
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if ( item is BaseWeapon weapon )
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{
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BaseWeapon weapon = ( BaseWeapon )item;
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weapon.DamageLevel = ( WeaponDamageLevel )Utility.Random( m_Level );
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weapon.AccuracyLevel = ( WeaponAccuracyLevel )Utility.Random( m_Level );
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weapon.DurabilityLevel = ( WeaponDurabilityLevel )Utility.Random( m_Level );
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weapon.Quality = WeaponQuality.Regular;
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}
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else if ( item is BaseArmor )
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else if ( item is BaseArmor armor )
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{
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BaseArmor armor = ( BaseArmor )item;
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armor.ProtectionLevel = ( ArmorProtectionLevel )Utility.Random( m_Level );
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armor.Durability = ( ArmorDurabilityLevel )Utility.Random( m_Level );
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armor.Quality = ArmorQuality.Regular;
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