chore: Use var everywhere (#2294)
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0b34cc4417
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267 changed files with 873 additions and 873 deletions
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@ -184,15 +184,15 @@ public partial class ChampionSpawn : Item
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get => _level;
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set
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{
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for (int i = _redSkulls.Count - 1; i >= value; --i)
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for (var i = _redSkulls.Count - 1; i >= value; --i)
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{
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_redSkulls[i].Delete();
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_redSkulls.RemoveAt(i);
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}
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for (int i = _redSkulls.Count; i < Math.Min(value, 16); ++i)
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for (var i = _redSkulls.Count; i < Math.Min(value, 16); ++i)
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{
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Item skull = new Item(0x1854) { Hue = 0x26, Movable = false, Light = LightType.Circle150 };
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var skull = new Item(0x1854) { Hue = 0x26, Movable = false, Light = LightType.Circle150 };
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skull.MoveToWorld(GetRedSkullLocation(i), Map);
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_redSkulls.Add(skull);
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}
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@ -235,8 +235,8 @@ public partial class ChampionSpawn : Item
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_kills = value;
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this.MarkDirty();
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double n = _kills / (double)MaxKills;
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int p = (int)(n * 100);
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var n = _kills / (double)MaxKills;
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var p = (int)(n * 100);
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if (p < 90)
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{
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@ -292,15 +292,15 @@ public partial class ChampionSpawn : Item
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public void SetWhiteSkullCount(int val)
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{
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for (int i = _whiteSkulls.Count - 1; i >= val; --i)
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for (var i = _whiteSkulls.Count - 1; i >= val; --i)
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{
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_whiteSkulls[i].Delete();
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_whiteSkulls.RemoveAt(i);
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}
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for (int i = _whiteSkulls.Count; i < val; ++i)
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for (var i = _whiteSkulls.Count; i < val; ++i)
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{
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Item skull = new Item(0x1854)
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var skull = new Item(0x1854)
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{
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Movable = false,
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Light = LightType.Circle150
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@ -531,11 +531,11 @@ public partial class ChampionSpawn : Item
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return;
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}
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int kills = _kills;
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var kills = _kills;
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for (var i = 0; i < _creatures.Count; ++i)
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{
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Mobile m = _creatures[i];
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var m = _creatures[i];
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if (!m.Deleted)
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{
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@ -551,7 +551,7 @@ public partial class ChampionSpawn : Item
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--i;
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++_kills;
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Mobile killer = m.FindMostRecentDamager(false);
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var killer = m.FindMostRecentDamager(false);
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RegisterDamageTo(m);
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@ -565,13 +565,13 @@ public partial class ChampionSpawn : Item
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continue;
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}
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int mobSubLevel = GetSubLevelfor(m) + 1;
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var mobSubLevel = GetSubLevelfor(m) + 1;
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if (mobSubLevel >= 0)
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{
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bool gainedPath = false;
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var gainedPath = false;
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int pointsToGain = mobSubLevel * 40;
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var pointsToGain = mobSubLevel * 40;
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if (VirtueSystem.Award(pm, VirtueName.Valor, pointsToGain, ref gainedPath))
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{
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@ -631,8 +631,8 @@ public partial class ChampionSpawn : Item
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InvalidateProperties();
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}
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double n = _kills / (double)MaxKills;
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int p = (int)(n * 100);
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var n = _kills / (double)MaxKills;
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var p = (int)(n * 100);
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if (p >= 99)
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{
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@ -723,13 +723,13 @@ public partial class ChampionSpawn : Item
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bc.Home = bc.Location;
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bc.HomeMap = bc.Map;
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Point2D xWall1 = new Point2D(_spawnArea.X, bc.Y);
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Point2D xWall2 = new Point2D(_spawnArea.X + _spawnArea.Width, bc.Y);
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Point2D yWall1 = new Point2D(bc.X, _spawnArea.Y);
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Point2D yWall2 = new Point2D(bc.X, _spawnArea.Y + _spawnArea.Height);
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var xWall1 = new Point2D(_spawnArea.X, bc.Y);
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var xWall2 = new Point2D(_spawnArea.X + _spawnArea.Width, bc.Y);
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var yWall1 = new Point2D(bc.X, _spawnArea.Y);
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var yWall2 = new Point2D(bc.X, _spawnArea.Y + _spawnArea.Height);
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double minXDist = Math.Min(bc.GetDistanceToSqrt(xWall1), bc.GetDistanceToSqrt(xWall2));
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double minYDist = Math.Min(bc.GetDistanceToSqrt(yWall1), bc.GetDistanceToSqrt(yWall2));
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var minXDist = Math.Min(bc.GetDistanceToSqrt(xWall1), bc.GetDistanceToSqrt(xWall2));
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var minYDist = Math.Min(bc.GetDistanceToSqrt(yWall1), bc.GetDistanceToSqrt(yWall2));
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bc.RangeHome = (int)Math.Min(minXDist, minYDist);
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}
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@ -752,14 +752,14 @@ public partial class ChampionSpawn : Item
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while (_creatures.Count < MaxSpawn)
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{
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Mobile m = Spawn();
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var m = Spawn();
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if (m == null)
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{
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return;
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}
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Point3D loc = GetSpawnLocation();
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var loc = GetSpawnLocation();
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// Allow creatures to turn into Paragons at Ilshenar champions.
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m.OnBeforeSpawn(loc, Map);
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@ -782,13 +782,13 @@ public partial class ChampionSpawn : Item
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bc.Home = bc.Location;
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bc.HomeMap = bc.Map;
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Point2D xWall1 = new Point2D(_spawnArea.X, bc.Y);
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Point2D xWall2 = new Point2D(_spawnArea.X + _spawnArea.Width, bc.Y);
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Point2D yWall1 = new Point2D(bc.X, _spawnArea.Y);
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Point2D yWall2 = new Point2D(bc.X, _spawnArea.Y + _spawnArea.Height);
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var xWall1 = new Point2D(_spawnArea.X, bc.Y);
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var xWall2 = new Point2D(_spawnArea.X + _spawnArea.Width, bc.Y);
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var yWall1 = new Point2D(bc.X, _spawnArea.Y);
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var yWall2 = new Point2D(bc.X, _spawnArea.Y + _spawnArea.Height);
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double minXDist = Math.Min(bc.GetDistanceToSqrt(xWall1), bc.GetDistanceToSqrt(xWall2));
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double minYDist = Math.Min(bc.GetDistanceToSqrt(yWall1), bc.GetDistanceToSqrt(yWall2));
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var minXDist = Math.Min(bc.GetDistanceToSqrt(xWall1), bc.GetDistanceToSqrt(xWall2));
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var minYDist = Math.Min(bc.GetDistanceToSqrt(yWall1), bc.GetDistanceToSqrt(yWall2));
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bc.RangeHome = (int)Math.Min(minXDist, minYDist);
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}
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@ -798,7 +798,7 @@ public partial class ChampionSpawn : Item
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public Point3D GetSpawnLocation()
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{
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Map map = Map;
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var map = Map;
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if (map == null)
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{
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@ -806,12 +806,12 @@ public partial class ChampionSpawn : Item
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}
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// Try 20 times to find a spawnable location.
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for (int i = 0; i < 20; i++)
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for (var i = 0; i < 20; i++)
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{
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int x = Utility.Random(_spawnArea.X, _spawnArea.Width);
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int y = Utility.Random(_spawnArea.Y, _spawnArea.Height);
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var x = Utility.Random(_spawnArea.X, _spawnArea.Width);
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var y = Utility.Random(_spawnArea.Y, _spawnArea.Height);
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int z = Map.GetAverageZ(x, y);
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var z = Map.GetAverageZ(x, y);
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if (Map.CanSpawnMobile(new Point2D(x, y), z))
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{
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@ -828,21 +828,21 @@ public partial class ChampionSpawn : Item
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public int GetSubLevel()
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{
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int level = Level;
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var level = Level;
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return level <= Level1 ? 0 : level <= Level2 ? 1 : level <= Level3 ? 2 : 3;
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}
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public int GetSubLevelfor (Mobile m)
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{
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Type[][] types = ChampionSpawnInfo.GetInfo(_type).SpawnTypes;
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Type t = m.GetType();
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var types = ChampionSpawnInfo.GetInfo(_type).SpawnTypes;
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var t = m.GetType();
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for (int i = 0; i < types.GetLength(0); i++)
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for (var i = 0; i < types.GetLength(0); i++)
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{
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Type[] individualTypes = types[i];
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var individualTypes = types[i];
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for (int j = 0; j < individualTypes.Length; j++)
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for (var j = 0; j < individualTypes.Length; j++)
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{
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if (t == individualTypes[j])
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{
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@ -856,9 +856,9 @@ public partial class ChampionSpawn : Item
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public Mobile Spawn()
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{
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Type[][] types = ChampionSpawnInfo.GetInfo(_type).SpawnTypes;
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var types = ChampionSpawnInfo.GetInfo(_type).SpawnTypes;
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int v = GetSubLevel();
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var v = GetSubLevel();
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if (v >= 0 && v < types.Length)
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{
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@ -1032,7 +1032,7 @@ public partial class ChampionSpawn : Item
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if (_whiteSkulls != null)
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{
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for (int i = 0; i < _whiteSkulls.Count; ++i)
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for (var i = 0; i < _whiteSkulls.Count; ++i)
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{
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_whiteSkulls[i].Location = GetWhiteSkullLocation(i);
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}
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@ -1068,7 +1068,7 @@ public partial class ChampionSpawn : Item
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if (_redSkulls != null)
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{
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for (int i = 0; i < _redSkulls.Count; ++i)
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for (var i = 0; i < _redSkulls.Count; ++i)
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{
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_redSkulls[i].Map = Map;
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}
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@ -1076,7 +1076,7 @@ public partial class ChampionSpawn : Item
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if (_whiteSkulls != null)
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{
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for (int i = 0; i < _whiteSkulls.Count; ++i)
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for (var i = 0; i < _whiteSkulls.Count; ++i)
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{
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_whiteSkulls[i].Map = Map;
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}
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@ -1097,7 +1097,7 @@ public partial class ChampionSpawn : Item
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if (_redSkulls != null)
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{
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for (int i = 0; i < _redSkulls.Count; ++i)
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for (var i = 0; i < _redSkulls.Count; ++i)
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{
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_redSkulls[i].Delete();
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}
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@ -1107,7 +1107,7 @@ public partial class ChampionSpawn : Item
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if (_whiteSkulls != null)
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{
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for (int i = 0; i < _whiteSkulls.Count; ++i)
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for (var i = 0; i < _whiteSkulls.Count; ++i)
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{
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_whiteSkulls[i].Delete();
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}
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@ -1139,9 +1139,9 @@ public partial class ChampionSpawn : Item
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{
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if (_creatures != null)
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{
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for (int i = 0; i < _creatures.Count; ++i)
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for (var i = 0; i < _creatures.Count; ++i)
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{
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Mobile mob = _creatures[i];
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var mob = _creatures[i];
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if (!mob.Player)
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{
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@ -1160,15 +1160,15 @@ public partial class ChampionSpawn : Item
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return;
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}
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foreach (DamageEntry de in m.DamageEntries)
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foreach (var de in m.DamageEntries)
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{
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if (de.HasExpired)
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{
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continue;
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}
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Mobile damager = de.Damager;
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Mobile master = damager.GetDamageMaster(m);
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var damager = de.Damager;
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var master = damager.GetDamageMaster(m);
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if (master != null)
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{
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@ -1205,9 +1205,9 @@ public partial class ChampionSpawn : Item
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return;
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}
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int totalDamage = 0;
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var totalDamage = 0;
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Dictionary<Mobile, int> validEntries = new Dictionary<Mobile, int>();
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var validEntries = new Dictionary<Mobile, int>();
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foreach (var (key, value) in DamageEntries)
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{
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@ -1218,13 +1218,13 @@ public partial class ChampionSpawn : Item
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}
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}
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bool artifactGiven = false;
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var artifactGiven = false;
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do
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{
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int randomDamage = Utility.RandomMinMax(1, totalDamage);
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var randomDamage = Utility.RandomMinMax(1, totalDamage);
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int checkDamage = 0;
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var checkDamage = 0;
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foreach (var (key, value) in validEntries)
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{
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@ -1260,7 +1260,7 @@ public partial class ChampionSpawn : Item
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return false;
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}
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Container pack = to.Backpack;
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var pack = to.Backpack;
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if (pack?.TryDropItem(to, artifact, false) != true)
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{
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@ -1285,8 +1285,8 @@ public partial class ChampionSpawn : Item
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_maxLevel = reader.ReadInt();
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_activatedByValor = reader.ReadBool();
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int entries = reader.ReadInt();
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for (int i = 0; i < entries; ++i)
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var entries = reader.ReadInt();
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for (var i = 0; i < entries; ++i)
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{
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var m = reader.ReadEntity<Mobile>();
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var damage = reader.ReadInt();
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