fix: Various code cleanup (#756)
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40 changed files with 117 additions and 280 deletions
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@ -799,31 +799,17 @@ namespace Server.Items
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public int GetDurabilityBonus()
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{
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var bonus = 0;
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var bonus = m_Quality == WeaponQuality.Exceptional ? 20 : 0;
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if (m_Quality == WeaponQuality.Exceptional)
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bonus += m_DurabilityLevel switch
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{
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bonus += 20;
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}
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switch (m_DurabilityLevel)
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{
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case WeaponDurabilityLevel.Durable:
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bonus += 20;
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break;
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case WeaponDurabilityLevel.Substantial:
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bonus += 50;
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break;
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case WeaponDurabilityLevel.Massive:
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bonus += 70;
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break;
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case WeaponDurabilityLevel.Fortified:
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bonus += 100;
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break;
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case WeaponDurabilityLevel.Indestructible:
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bonus += 120;
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break;
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}
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WeaponDurabilityLevel.Durable => 20,
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WeaponDurabilityLevel.Substantial => 50,
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WeaponDurabilityLevel.Massive => 70,
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WeaponDurabilityLevel.Fortified => 100,
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WeaponDurabilityLevel.Indestructible => 120,
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_ => 0
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};
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if (Core.AOS)
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{
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@ -1519,32 +1505,15 @@ namespace Server.Items
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{
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var positionChance = Utility.RandomDouble();
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Item armorItem;
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if (positionChance < 0.07)
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Item armorItem = positionChance switch
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{
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armorItem = defender.NeckArmor;
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}
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else if (positionChance < 0.14)
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{
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armorItem = defender.HandArmor;
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}
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else if (positionChance < 0.28)
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{
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armorItem = defender.ArmsArmor;
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}
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else if (positionChance < 0.43)
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{
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armorItem = defender.HeadArmor;
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}
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else if (positionChance < 0.65)
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{
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armorItem = defender.LegsArmor;
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}
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else
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{
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armorItem = defender.ChestArmor;
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}
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< 0.07 => defender.NeckArmor,
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< 0.14 => defender.HandArmor,
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< 0.28 => defender.ArmsArmor,
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< 0.43 => defender.HeadArmor,
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< 0.65 => defender.LegsArmor,
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_ => defender.ChestArmor
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};
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if (armorItem is IWearableDurability armor)
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{
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@ -1569,32 +1538,15 @@ namespace Server.Items
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var chance = Utility.RandomDouble();
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Item armorItem;
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if (chance < 0.07)
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Item armorItem = chance switch
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{
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armorItem = defender.NeckArmor;
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}
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else if (chance < 0.14)
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{
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armorItem = defender.HandArmor;
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}
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else if (chance < 0.28)
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{
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armorItem = defender.ArmsArmor;
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}
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else if (chance < 0.43)
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{
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armorItem = defender.HeadArmor;
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}
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else if (chance < 0.65)
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{
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armorItem = defender.LegsArmor;
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}
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else
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{
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armorItem = defender.ChestArmor;
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}
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< 0.07 => defender.NeckArmor,
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< 0.14 => defender.HandArmor,
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< 0.28 => defender.ArmsArmor,
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< 0.43 => defender.HeadArmor,
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< 0.65 => defender.LegsArmor,
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_ => defender.ChestArmor
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};
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if (armorItem is IWearableDurability armor)
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{
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@ -1605,28 +1557,14 @@ namespace Server.Items
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if (virtualArmor > 0)
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{
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double scalar;
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if (chance < 0.14)
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double scalar = chance switch
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{
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scalar = 0.07;
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}
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else if (chance < 0.28)
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{
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scalar = 0.14;
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}
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else if (chance < 0.43)
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{
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scalar = 0.15;
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}
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else if (chance < 0.65)
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{
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scalar = 0.22;
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}
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else
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{
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scalar = 0.35;
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}
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< 0.14 => 0.07,
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< 0.28 => 0.14,
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< 0.43 => 0.15,
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< 0.65 => 0.22,
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_ => 0.35
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};
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var from = (int)(virtualArmor * scalar) / 2;
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var to = (int)(virtualArmor * scalar);
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@ -1678,12 +1616,10 @@ namespace Server.Items
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{
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if (m?.Summoned == true && m.SummonMaster == defender)
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{
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attacker.SendLocalizedMessage(
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1063141
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); // Your attack has been diverted to a nearby mirror image of your target!
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defender.SendLocalizedMessage(
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1063140
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); // You manage to divert the attack onto one of your nearby mirror images.
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// Your attack has been diverted to a nearby mirror image of your target!
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attacker.SendLocalizedMessage(1063141);
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// You manage to divert the attack onto one of your nearby mirror images.
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defender.SendLocalizedMessage(1063140);
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/*
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* TODO: What happens if the Clone parries a blow?
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@ -1836,18 +1772,17 @@ namespace Server.Items
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}
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AddBlood(attacker, defender, damage);
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int phys, fire, cold, pois, nrgy, chaos, direct;
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GetDamageTypes(
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attacker,
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out phys,
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out fire,
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out cold,
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out pois,
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out nrgy,
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out chaos,
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out direct
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);
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attacker,
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out var phys,
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out var fire,
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out var cold,
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out var pois,
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out var nrgy,
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out var chaos,
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out var direct
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);
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if (Core.ML && this is BaseRanged && attacker.FindItemOnLayer(Layer.Cloak) is BaseQuiver quiver)
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{
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@ -2447,28 +2382,15 @@ namespace Server.Items
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return 0;
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}
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var bonus = 0;
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switch (m_AccuracyLevel)
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return m_AccuracyLevel switch
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{
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case WeaponAccuracyLevel.Accurate:
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bonus += 02;
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break;
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case WeaponAccuracyLevel.Surpassingly:
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bonus += 04;
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break;
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case WeaponAccuracyLevel.Eminently:
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bonus += 06;
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break;
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case WeaponAccuracyLevel.Exceedingly:
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bonus += 08;
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break;
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case WeaponAccuracyLevel.Supremely:
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bonus += 10;
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break;
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}
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return bonus;
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WeaponAccuracyLevel.Accurate => 2,
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WeaponAccuracyLevel.Surpassingly => 4,
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WeaponAccuracyLevel.Eminently => 6,
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WeaponAccuracyLevel.Exceedingly => 8,
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WeaponAccuracyLevel.Supremely => 10,
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_ => 0
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};
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}
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public virtual int GetDamageBonus()
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