Fixes bad expressions, bad bool checks in loops, a few null pointer exceptions, and optimizes constructors.
This commit is contained in:
parent
8da55d6043
commit
f93c3b992e
62 changed files with 318 additions and 634 deletions
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@ -7,11 +7,10 @@ namespace Server.Items
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{
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int itemID = 4280;
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int count = 5;
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bool leftToRight = false;
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for (int i = 0; i < count; ++i)
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AddComponent(new AddonComponent(itemID++), leftToRight ? i : count - 1 - i,
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-(leftToRight ? i : count - 1 - i), 0);
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AddComponent(new AddonComponent(itemID++), count - 1 - i,
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-(count - 1 - i), 0);
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}
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public GiantWeb1(Serial serial)
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@ -41,11 +40,10 @@ namespace Server.Items
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{
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int itemID = 4285;
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int count = 5;
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bool leftToRight = true;
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for (int i = 0; i < count; ++i)
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AddComponent(new AddonComponent(itemID++), leftToRight ? i : count - 1 - i,
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-(leftToRight ? i : count - 1 - i), 0);
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AddComponent(new AddonComponent(itemID++), i,
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-i, 0);
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}
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public GiantWeb2(Serial serial)
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@ -75,11 +73,10 @@ namespace Server.Items
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{
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int itemID = 4290;
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int count = 4;
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bool leftToRight = true;
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for (int i = 0; i < count; ++i)
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AddComponent(new AddonComponent(itemID++), leftToRight ? i : count - 1 - i,
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-(leftToRight ? i : count - 1 - i), 0);
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AddComponent(new AddonComponent(itemID++), i,
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-i, 0);
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}
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public GiantWeb3(Serial serial)
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@ -109,11 +106,10 @@ namespace Server.Items
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{
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int itemID = 4294;
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int count = 4;
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bool leftToRight = false;
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for (int i = 0; i < count; ++i)
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AddComponent(new AddonComponent(itemID++), leftToRight ? i : count - 1 - i,
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-(leftToRight ? i : count - 1 - i), 0);
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AddComponent(new AddonComponent(itemID++), count - 1 - i,
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-(count - 1 - i), 0);
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}
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public GiantWeb4(Serial serial)
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@ -143,11 +139,10 @@ namespace Server.Items
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{
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int itemID = 4298;
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int count = 4;
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bool leftToRight = true;
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for (int i = 0; i < count; ++i)
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AddComponent(new AddonComponent(itemID++), leftToRight ? i : count - 1 - i,
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-(leftToRight ? i : count - 1 - i), 0);
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AddComponent(new AddonComponent(itemID++), i,
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-i, 0);
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}
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public GiantWeb5(Serial serial)
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@ -177,11 +172,10 @@ namespace Server.Items
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{
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int itemID = 4302;
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int count = 4;
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bool leftToRight = false;
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for (int i = 0; i < count; ++i)
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AddComponent(new AddonComponent(itemID++), leftToRight ? i : count - 1 - i,
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-(leftToRight ? i : count - 1 - i), 0);
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AddComponent(new AddonComponent(itemID++), count - 1 - i,
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-(count - 1 - i), 0);
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}
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public GiantWeb6(Serial serial)
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@ -197,21 +197,21 @@ namespace Server.Items
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{
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Item item = m_Content.Construct();
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if (item != null)
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if (item == null)
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continue;
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List<Item> list = Items;
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for (int j = 0; j < list.Count; ++j)
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{
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List<Item> list = Items;
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Item subItem = list[j];
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for (int j = 0; j < list.Count; ++j)
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{
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Item subItem = list[j];
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if (!(subItem is Container) && subItem.StackWith(null, item, false))
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break;
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}
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if (item != null && !item.Deleted)
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DropItem(item);
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if (!(subItem is Container) && subItem.StackWith(null, item, false))
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break;
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}
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if (!item.Deleted)
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DropItem(item);
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}
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}
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@ -17,11 +17,7 @@ namespace Server.Items
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}
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}*/
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protected Beard(int itemID) : this(itemID, 0)
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{
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}
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protected Beard(int itemID, int hue) : base(itemID)
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protected Beard(int itemID, int hue = 0) : base(itemID)
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{
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LootType = LootType.Blessed;
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Layer = Layer.FacialHair;
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@ -67,12 +63,7 @@ namespace Server.Items
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public class GenericBeard : Beard
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{
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private GenericBeard(int itemID) : this(itemID, 0)
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{
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}
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private GenericBeard(int itemID, int hue) : base(itemID, hue)
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private GenericBeard(int itemID, int hue = 0) : base(itemID, hue)
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{
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}
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@ -97,12 +88,7 @@ namespace Server.Items
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public class LongBeard : Beard
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{
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private LongBeard()
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: this(0)
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{
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}
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private LongBeard(int hue)
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private LongBeard(int hue = 0)
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: base(0x203E, hue)
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{
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}
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@ -128,13 +114,7 @@ namespace Server.Items
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public class ShortBeard : Beard
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{
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private ShortBeard()
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: this(0)
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{
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}
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private ShortBeard(int hue)
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private ShortBeard(int hue = 0)
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: base(0x203f, hue)
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{
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}
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@ -160,13 +140,7 @@ namespace Server.Items
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public class Goatee : Beard
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{
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private Goatee()
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: this(0)
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{
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}
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private Goatee(int hue)
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private Goatee(int hue = 0)
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: base(0x2040, hue)
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{
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}
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@ -192,13 +166,7 @@ namespace Server.Items
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public class Mustache : Beard
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{
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private Mustache()
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: this(0)
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{
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}
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private Mustache(int hue)
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private Mustache(int hue = 0)
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: base(0x2041, hue)
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{
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}
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@ -224,13 +192,7 @@ namespace Server.Items
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public class MediumShortBeard : Beard
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{
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private MediumShortBeard()
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: this(0)
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{
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}
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private MediumShortBeard(int hue)
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private MediumShortBeard(int hue = 0)
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: base(0x204B, hue)
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{
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}
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@ -256,13 +218,7 @@ namespace Server.Items
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public class MediumLongBeard : Beard
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{
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private MediumLongBeard()
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: this(0)
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{
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}
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private MediumLongBeard(int hue)
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private MediumLongBeard(int hue = 0)
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: base(0x204C, hue)
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{
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}
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@ -288,13 +244,7 @@ namespace Server.Items
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public class Vandyke : Beard
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{
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private Vandyke()
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: this(0)
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{
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}
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private Vandyke(int hue)
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private Vandyke(int hue = 0)
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: base(0x204D, hue)
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{
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}
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@ -62,12 +62,7 @@ namespace Server.Items
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}
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* */
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protected Hair(int itemID)
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: this(itemID, 0)
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{
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}
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protected Hair(int itemID, int hue)
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protected Hair(int itemID, int hue = 0)
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: base(itemID)
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{
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LootType = LootType.Blessed;
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@ -115,13 +110,7 @@ namespace Server.Items
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public class GenericHair : Hair
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{
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private GenericHair(int itemID)
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: this(itemID, 0)
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{
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}
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private GenericHair(int itemID, int hue)
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private GenericHair(int itemID, int hue = 0)
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: base(itemID, hue)
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{
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}
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@ -148,13 +137,7 @@ namespace Server.Items
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public class Mohawk : Hair
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{
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private Mohawk()
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: this(0)
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{
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}
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private Mohawk(int hue)
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private Mohawk(int hue = 0)
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: base(0x2044, hue)
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{
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}
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@ -181,13 +164,7 @@ namespace Server.Items
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public class PageboyHair : Hair
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{
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private PageboyHair()
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: this(0)
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{
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}
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private PageboyHair(int hue)
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private PageboyHair(int hue = 0)
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: base(0x2045, hue)
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{
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}
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@ -214,13 +191,7 @@ namespace Server.Items
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public class BunsHair : Hair
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{
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private BunsHair()
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: this(0)
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{
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}
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private BunsHair(int hue)
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private BunsHair(int hue = 0)
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: base(0x2046, hue)
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{
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}
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@ -247,13 +218,7 @@ namespace Server.Items
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public class LongHair : Hair
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{
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private LongHair()
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: this(0)
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{
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}
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private LongHair(int hue)
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private LongHair(int hue = 0)
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: base(0x203C, hue)
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{
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}
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@ -280,13 +245,7 @@ namespace Server.Items
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public class ShortHair : Hair
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{
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private ShortHair()
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: this(0)
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{
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}
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private ShortHair(int hue)
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private ShortHair(int hue = 0)
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: base(0x203B, hue)
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{
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}
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@ -313,13 +272,7 @@ namespace Server.Items
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public class PonyTail : Hair
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{
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private PonyTail()
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: this(0)
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{
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}
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private PonyTail(int hue)
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private PonyTail(int hue = 0)
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: base(0x203D, hue)
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{
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}
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@ -346,13 +299,7 @@ namespace Server.Items
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public class Afro : Hair
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{
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private Afro()
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: this(0)
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{
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}
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private Afro(int hue)
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private Afro(int hue = 0)
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: base(0x2047, hue)
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{
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}
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@ -379,13 +326,7 @@ namespace Server.Items
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public class ReceedingHair : Hair
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{
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private ReceedingHair()
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: this(0)
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{
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}
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private ReceedingHair(int hue)
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private ReceedingHair(int hue = 0)
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: base(0x2048, hue)
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{
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}
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@ -412,13 +353,7 @@ namespace Server.Items
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public class TwoPigTails : Hair
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{
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private TwoPigTails()
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: this(0)
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{
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}
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private TwoPigTails(int hue)
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private TwoPigTails(int hue = 0)
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: base(0x2049, hue)
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{
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}
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@ -445,13 +380,7 @@ namespace Server.Items
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public class KrisnaHair : Hair
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{
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private KrisnaHair()
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: this(0)
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{
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}
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private KrisnaHair(int hue)
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private KrisnaHair(int hue = 0)
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: base(0x204A, hue)
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{
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}
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@ -126,7 +126,7 @@ namespace Server.Items
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armor.ColdBonus =
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armor.PoisonBonus = armor.EnergyBonus = 0; // Is there a method to remove bonuses?
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}
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else if (weapon != null)
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else
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{
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weapon.Quality = WeaponQuality.Regular;
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weapon.Crafter = from;
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@ -488,44 +488,32 @@ namespace Server.Items
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public static Container Mobile_CreateCorpseHandler(Mobile owner, HairInfo hair, FacialHairInfo facialhair,
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List<Item> initialContent, List<Item> equipItems)
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{
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bool shouldFillCorpse = true;
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//if ( owner is BaseCreature )
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// shouldFillCorpse = !((BaseCreature)owner).IsBonded;
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Corpse c;
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if (owner is MilitiaFighter)
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c = new MilitiaFighterCorpse(owner, hair, facialhair, shouldFillCorpse ? equipItems : new List<Item>());
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c = new MilitiaFighterCorpse(owner, hair, facialhair, equipItems);
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else
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c = new Corpse(owner, hair, facialhair, shouldFillCorpse ? equipItems : new List<Item>());
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c = new Corpse(owner, hair, facialhair, equipItems);
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owner.Corpse = c;
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if (shouldFillCorpse)
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for (int i = 0; i < initialContent.Count; ++i)
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{
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for (int i = 0; i < initialContent.Count; ++i)
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{
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Item item = initialContent[i];
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Item item = initialContent[i];
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if (Core.AOS && owner.Player && item.Parent == owner.Backpack)
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c.AddItem(item);
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else
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c.DropItem(item);
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if (Core.AOS && owner.Player && item.Parent == owner.Backpack)
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c.AddItem(item);
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else
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c.DropItem(item);
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if (owner.Player && Core.AOS)
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c.SetRestoreInfo(item, item.Location);
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}
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if (Core.SE && !owner.Player)
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c.AssignInstancedLoot();
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else if (Core.AOS && owner is PlayerMobile pm)
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c.RestoreEquip = pm.EquipSnapshot;
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}
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else
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{
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c.Carved = true; // TODO: Is it needed?
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if (owner.Player && Core.AOS)
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c.SetRestoreInfo(item, item.Location);
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}
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if (Core.SE && !owner.Player)
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c.AssignInstancedLoot();
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else if (Core.AOS && owner is PlayerMobile pm)
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c.RestoreEquip = pm.EquipSnapshot;
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Point3D loc = owner.Location;
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Map map = owner.Map;
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@ -769,11 +757,11 @@ namespace Server.Items
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public bool DevourCorpse()
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{
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if (Devoured || Deleted || Killer == null || Killer.Deleted || !Killer.Alive || !(Killer is IDevourer) ||
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if (Devoured || Deleted || Killer == null || Killer.Deleted || !Killer.Alive || !(Killer is IDevourer devourer) ||
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Owner == null || Owner.Deleted)
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return false;
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m_Devourer = (IDevourer)Killer; // Set the devourer the killer
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m_Devourer = devourer; // Set the devourer the killer
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return m_Devourer.Devour(this); // Devour the corpse if it hasn't
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}
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@ -803,7 +791,7 @@ namespace Server.Items
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{
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PartyMemberInfo pmi = p[Owner];
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if (pmi != null && pmi.CanLoot)
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if (pmi?.CanLoot == true)
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return false;
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}
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@ -197,27 +197,24 @@ namespace Server.Items
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BaseCreature bc =
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(BaseCreature)Activator.CreateInstance(Creatures[Utility.Random(Creatures.Length)]);
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if (bc != null)
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Point3D spawnLoc = GetSpawnPosition();
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DoEffect(spawnLoc, map);
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Timer.DelayCall(TimeSpan.FromSeconds(1), delegate
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{
|
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Point3D spawnLoc = GetSpawnPosition();
|
||||
bc.Home = Location;
|
||||
bc.RangeHome = SpawnRange;
|
||||
bc.FightMode = FightMode.Closest;
|
||||
|
||||
bc.MoveToWorld(spawnLoc, map);
|
||||
|
||||
DoEffect(spawnLoc, map);
|
||||
|
||||
Timer.DelayCall(TimeSpan.FromSeconds(1), delegate
|
||||
{
|
||||
bc.Home = Location;
|
||||
bc.RangeHome = SpawnRange;
|
||||
bc.FightMode = FightMode.Closest;
|
||||
bc.ForceReacquire();
|
||||
});
|
||||
|
||||
bc.MoveToWorld(spawnLoc, map);
|
||||
|
||||
DoEffect(spawnLoc, map);
|
||||
|
||||
bc.ForceReacquire();
|
||||
});
|
||||
|
||||
NextSpawn = DateTime.UtcNow + NextSpawnDelay;
|
||||
}
|
||||
NextSpawn = DateTime.UtcNow + NextSpawnDelay;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
@ -227,6 +224,7 @@ namespace Server.Items
|
|||
}
|
||||
catch
|
||||
{
|
||||
// ignored
|
||||
}
|
||||
else
|
||||
from.SendLocalizedMessage(500446); // That is too far away.
|
||||
|
|
|
|||
|
|
@ -143,16 +143,13 @@ namespace Server.Items
|
|||
{
|
||||
BasePotion pot = (BasePotion)Activator.CreateInstance(GetType());
|
||||
|
||||
if (pot != null)
|
||||
{
|
||||
Amount--;
|
||||
Amount--;
|
||||
|
||||
if (from.Backpack != null && !from.Backpack.Deleted)
|
||||
from.Backpack.DropItem(pot);
|
||||
else
|
||||
pot.MoveToWorld(from.Location, from.Map);
|
||||
pot.Drink(from);
|
||||
}
|
||||
if (from.Backpack != null && !from.Backpack.Deleted)
|
||||
from.Backpack.DropItem(pot);
|
||||
else
|
||||
pot.MoveToWorld(from.Location, from.Map);
|
||||
pot.Drink(from);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
|||
|
|
@ -142,13 +142,8 @@ namespace Server.Items
|
|||
return low + (high - low) * percent / 1000001;
|
||||
}
|
||||
|
||||
private static void ApplyAttribute(AosAttributes attrs, int min, int max, AosAttribute attr, int low, int high)
|
||||
{
|
||||
ApplyAttribute(attrs, min, max, attr, low, high, 1);
|
||||
}
|
||||
|
||||
private static void ApplyAttribute(AosAttributes attrs, int min, int max, AosAttribute attr, int low, int high,
|
||||
int scale)
|
||||
int scale = 1)
|
||||
{
|
||||
if (attr == AosAttribute.CastSpeed)
|
||||
attrs[attr] += Scale(min, max, low / scale, high / scale) * scale;
|
||||
|
|
@ -436,9 +431,7 @@ namespace Server.Items
|
|||
|
||||
public static void GetElementalDamages(BaseWeapon weapon, bool randomizeOrder)
|
||||
{
|
||||
int fire, phys, cold, nrgy, pois, chaos, direct;
|
||||
|
||||
weapon.GetDamageTypes(null, out phys, out fire, out cold, out pois, out nrgy, out chaos, out direct);
|
||||
weapon.GetDamageTypes(null, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct);
|
||||
|
||||
int totalDamage = phys;
|
||||
|
||||
|
|
|
|||
|
|
@ -52,7 +52,7 @@ namespace Server.Items
|
|||
|
||||
if (freeze)
|
||||
{
|
||||
m.Frozen = freeze;
|
||||
m.Frozen = true;
|
||||
Timer.DelayCall(TimeSpan.FromSeconds(message == 1095162 ? 2.0 : 1.25),
|
||||
new TimerStateCallback(EndFall_Callback), m);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -301,12 +301,7 @@ namespace Server.Items
|
|||
}
|
||||
else if (north || west)
|
||||
{
|
||||
Banner banner = null;
|
||||
|
||||
if (north)
|
||||
banner = new Banner(m_ItemID);
|
||||
else if (west)
|
||||
banner = new Banner(m_ItemID + 1);
|
||||
Banner banner = new Banner(m_ItemID + (west ? 0 : 1));
|
||||
|
||||
house.Addons.Add(banner);
|
||||
|
||||
|
|
|
|||
|
|
@ -210,11 +210,7 @@ namespace Server.Items
|
|||
|
||||
private DecorativeShieldDeed m_Shield;
|
||||
|
||||
public InternalGump(DecorativeShieldDeed shield) : this(shield, 1)
|
||||
{
|
||||
}
|
||||
|
||||
public InternalGump(DecorativeShieldDeed shield, int page) : base(150, 50)
|
||||
public InternalGump(DecorativeShieldDeed shield, int page = 1) : base(150, 50)
|
||||
{
|
||||
m_Shield = shield;
|
||||
m_Page = page;
|
||||
|
|
@ -321,12 +317,7 @@ namespace Server.Items
|
|||
}
|
||||
else if (north || west)
|
||||
{
|
||||
DecorativeShield shield = null;
|
||||
|
||||
if (north)
|
||||
shield = new DecorativeShield(m_ItemID);
|
||||
else if (west)
|
||||
shield = new DecorativeShield(GetWestItemID(m_ItemID));
|
||||
DecorativeShield shield = new DecorativeShield(west ? GetWestItemID(m_ItemID) : m_ItemID);
|
||||
|
||||
house.Addons.Add(shield);
|
||||
|
||||
|
|
|
|||
|
|
@ -309,12 +309,7 @@ namespace Server.Items
|
|||
}
|
||||
else if (north || west)
|
||||
{
|
||||
HangingSkeleton banner = null;
|
||||
|
||||
if (north)
|
||||
banner = new HangingSkeleton(m_ItemID);
|
||||
else if (west)
|
||||
banner = new HangingSkeleton(GetWestItemID(m_ItemID));
|
||||
HangingSkeleton banner = new HangingSkeleton(west ? GetWestItemID(m_ItemID) : m_ItemID);
|
||||
|
||||
house.Addons.Add(banner);
|
||||
|
||||
|
|
|
|||
|
|
@ -25,7 +25,7 @@ namespace Server.Items
|
|||
// Swing again:
|
||||
|
||||
// If no combatant, wrong map, one of us is a ghost, or cannot see, or deleted, then stop combat
|
||||
if (defender == null || defender.Deleted || attacker.Deleted || defender.Map != attacker.Map ||
|
||||
if (defender.Deleted || attacker.Deleted || defender.Map != attacker.Map ||
|
||||
!defender.Alive || !attacker.Alive || !attacker.CanSee(defender))
|
||||
{
|
||||
attacker.Combatant = null;
|
||||
|
|
|
|||
|
|
@ -1225,9 +1225,7 @@ namespace Server.Items
|
|||
|
||||
AddBlood(attacker, defender, damage);
|
||||
|
||||
int phys, fire, cold, pois, nrgy, chaos, direct;
|
||||
|
||||
GetDamageTypes(attacker, out phys, out fire, out cold, out pois, out nrgy, out chaos, out direct);
|
||||
GetDamageTypes(attacker, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct);
|
||||
|
||||
if (Core.ML && this is BaseRanged)
|
||||
if (attacker.FindItemOnLayer(Layer.Cloak) is BaseQuiver quiver)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue