fix: Cleans up entity persistence. Generalizes Mobiles/Items/Guilds (#1528)
### Summary - [X] Fixed a bug where entity persistence was serialized out of order, causing world corruption. - [X] Fixed LastSerialized not being utilized properly and dangling references still becoming an issue. - [X] Added a new `GenericEntityPersistence<T>` type to encapsulate `ISerializable` serialization. - [X] Removing the custom logic and moved Items, Mobiles, Guilds, and Accounts to GenericEntityPersistence. - [X] Changed serialization to use the singleton pattern to reduce calling methods from stored variables.
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34 changed files with 721 additions and 970 deletions
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@ -1857,7 +1857,7 @@ public abstract partial class BaseWeapon : Item, IWeapon, IFactionItem, ICraftab
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if (attacker is PlayerMobile pmAttacker && !(Core.ML && defender is PlayerMobile))
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{
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if (pmAttacker.GetVirtues()?.HonorActive == true && pmAttacker.InRange(defender, 1))
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if (VirtueSystem.GetVirtues(pmAttacker)?.HonorActive == true && pmAttacker.InRange(defender, 1))
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{
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percentageBonus += 25;
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}
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