fix(net): Clean up for mobile packets (#338)
### Breaking Change - [X] `Mobile.GetOldPacketFlags()` no longer exists. Instead there is a flag for `Mobile.GetPacketFlags()`. ### Non-Breaking Changes - [X] Consolidates move to world for mobiles - [X] Consolidates mobile packets between stygian abyss and older This PR supersedes changes in #337. That PR will need to be redone and broken out anyway.
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8 changed files with 234 additions and 932 deletions
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@ -316,75 +316,26 @@ namespace Server.Network
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state.Sequence = 0;
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if (state.NewMobileIncoming)
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{
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state.Send(new MobileUpdate(m));
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state.Send(new MobileUpdate(m));
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state.Send(new MobileUpdate(m, state.StygianAbyss));
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state.Send(new MobileUpdate(m, state.StygianAbyss));
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m.CheckLightLevels(true);
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m.CheckLightLevels(true);
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state.Send(new MobileUpdate(m));
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state.Send(new MobileUpdate(m, state.StygianAbyss));
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state.Send(new MobileIncoming(m, m));
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// state.Send( new MobileAttributes( m ) );
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state.Send(new MobileStatus(m, m));
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state.SendSetWarMode(m.Warmode);
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state.Send(new MobileIncoming(state, m, m));
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// state.Send( new MobileAttributes( m ) );
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state.Send(new MobileStatus(m, m));
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state.SendSetWarMode(m.Warmode);
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m.SendEverything();
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m.SendEverything();
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state.SendSupportedFeature();
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state.Send(new MobileUpdate(m));
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// state.Send( new MobileAttributes( m ) );
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state.Send(new MobileStatus(m, m));
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state.SendSetWarMode(m.Warmode);
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state.Send(new MobileIncoming(m, m));
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}
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else if (state.StygianAbyss)
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{
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state.Send(new MobileUpdate(m));
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state.Send(new MobileUpdate(m));
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m.CheckLightLevels(true);
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state.Send(new MobileUpdate(m));
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state.Send(new MobileIncomingSA(m, m));
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// state.Send( new MobileAttributes( m ) );
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state.Send(new MobileStatus(m, m));
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state.SendSetWarMode(m.Warmode);
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m.SendEverything();
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state.SendSupportedFeature();
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state.Send(new MobileUpdate(m));
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// state.Send( new MobileAttributes( m ) );
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state.Send(new MobileStatus(m, m));
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state.SendSetWarMode(m.Warmode);
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state.Send(new MobileIncomingSA(m, m));
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}
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else
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{
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state.Send(new MobileUpdateOld(m));
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state.Send(new MobileUpdateOld(m));
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m.CheckLightLevels(true);
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state.Send(new MobileUpdateOld(m));
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state.Send(new MobileIncomingOld(m, m));
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// state.Send( new MobileAttributes( m ) );
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state.Send(new MobileStatus(m, m));
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state.SendSetWarMode(m.Warmode);
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m.SendEverything();
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state.SendSupportedFeature();
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state.Send(new MobileUpdateOld(m));
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// state.Send( new MobileAttributes( m ) );
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state.Send(new MobileStatus(m, m));
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state.SendSetWarMode(m.Warmode);
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state.Send(new MobileIncomingOld(m, m));
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}
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state.SendSupportedFeature();
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state.Send(new MobileUpdate(m, state.StygianAbyss));
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// state.Send( new MobileAttributes( m ) );
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state.Send(new MobileStatus(m, m));
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state.SendSetWarMode(m.Warmode);
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state.Send(new MobileIncoming(state, m, m));
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state.SendLoginComplete();
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state.Send(new CurrentTime());
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