sync and some misc things
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15 changed files with 77 additions and 78 deletions
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@ -60,8 +60,8 @@ namespace Server.Mobiles
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{
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None = 0x0000,
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Meat = 0x0001,
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FruitsAndVegies = 0x0002,
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GrainsAndHay = 0x0004,
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FruitsAndVegies = 0x0002,
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GrainsAndHay = 0x0004,
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Fish = 0x0008,
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Eggs = 0x0010,
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Gold = 0x0020
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@ -174,36 +174,36 @@ namespace Server.Mobiles
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#region Var declarations
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private BaseAI m_AI; // THE AI
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private AIType m_CurrentAI; // The current AI
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private AIType m_DefaultAI; // The default AI
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private AIType m_CurrentAI; // The current AI
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private AIType m_DefaultAI; // The default AI
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private Mobile m_FocusMob; // Use focus mob instead of combatant, maybe we don't whan to fight
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private FightMode m_FightMode; // The style the mob uses
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private FightMode m_FightMode; // The style the mob uses
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private int m_iRangePerception; // The view area
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private int m_iRangeFight; // The fight distance
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private bool m_bDebugAI; // Show debug AI messages
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private bool m_bDebugAI; // Show debug AI messages
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private int m_iTeam; // Monster Team
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private int m_iTeam; // Monster Team
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private double m_dActiveSpeed; // Timer speed when active
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private double m_dPassiveSpeed; // Timer speed when not active
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private double m_dCurrentSpeed; // The current speed, lets say it could be changed by something;
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private double m_dActiveSpeed; // Timer speed when active
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private double m_dPassiveSpeed; // Timer speed when not active
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private double m_dCurrentSpeed; // The current speed, lets say it could be changed by something;
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private Point3D m_pHome; // The home position of the creature, used by some AI
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private Point3D m_pHome; // The home position of the creature, used by some AI
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private int m_iRangeHome = 10; // The home range of the creature
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List<Type> m_arSpellAttack; // List of attack spell/power
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List<Type> m_arSpellDefense; // List of defensive spell/power
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private bool m_bControlled; // Is controlled
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private Mobile m_ControlMaster; // My master
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private Mobile m_ControlTarget; // My target mobile
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private Point3D m_ControlDest; // My target destination (patrol)
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private OrderType m_ControlOrder; // My order
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private bool m_bControlled; // Is controlled
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private Mobile m_ControlMaster; // My master
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private Mobile m_ControlTarget; // My target mobile
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private Point3D m_ControlDest; // My target destination (patrol)
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private OrderType m_ControlOrder; // My order
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private int m_Loyalty;
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private int m_Loyalty;
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private double m_dMinTameSkill;
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private bool m_bTamable;
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@ -222,22 +222,22 @@ namespace Server.Mobiles
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private Mobile m_SummonMaster;
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private int m_HitsMax = -1;
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private int m_StamMax = -1;
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private int m_ManaMax = -1;
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private int m_DamageMin = -1;
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private int m_DamageMax = -1;
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private int m_HitsMax = -1;
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private int m_StamMax = -1;
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private int m_ManaMax = -1;
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private int m_DamageMin = -1;
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private int m_DamageMax = -1;
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private int m_PhysicalResistance, m_PhysicalDamage = 100;
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private int m_FireResistance, m_FireDamage;
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private int m_ColdResistance, m_ColdDamage;
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private int m_PoisonResistance, m_PoisonDamage;
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private int m_EnergyResistance, m_EnergyDamage;
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private int m_ChaosDamage;
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private int m_DirectDamage;
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private int m_PhysicalResistance, m_PhysicalDamage = 100;
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private int m_FireResistance, m_FireDamage;
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private int m_ColdResistance, m_ColdDamage;
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private int m_PoisonResistance, m_PoisonDamage;
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private int m_EnergyResistance, m_EnergyDamage;
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private int m_ChaosDamage;
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private int m_DirectDamage;
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private List<Mobile> m_Owners;
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private List<Mobile> m_Friends;
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private List<Mobile> m_Owners;
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private List<Mobile> m_Friends;
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private bool m_IsStabled;
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@ -1636,7 +1636,7 @@ namespace Server.Mobiles
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// Version 14
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writer.Write( (bool)m_RemoveIfUntamed );
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writer.Write( (int)m_RemoveStep );
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// Version 17
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if ( IsStabled || ( Controlled && ControlMaster != null ) )
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writer.Write( TimeSpan.Zero );
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@ -1848,7 +1848,7 @@ namespace Server.Mobiles
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m_RemoveIfUntamed = reader.ReadBool();
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m_RemoveStep = reader.ReadInt();
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}
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TimeSpan deleteTime = TimeSpan.Zero;
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if ( version >= 17 )
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