## Summary Migrates the Old Guild System (pre-AOS guild stones) gumps from the legacy `Gump` class to `DynamicGump`, following the same pattern used for the Quest gump migration in #2416. All concrete gumps now have private constructors gated by static `DisplayTo` entry points (empty-gump rule), and `Singleton => true` is set across the board so reopening a sibling dialog automatically closes the previous one. **Migrated gumps:** - `GuildGump` - main guild dialog - `GuildmasterGump` - guildmaster functions - `GuildCharterGump` - charter and website display - `GuildWarGump` - warfare status (kept as player-facing) - `GuildWarAdminGump` - war menu (retained as player-facing - reachable from `GuildmasterGump`'s WAR button by guildmasters) - `GuildChangeTypeGump` - Standard/Order/Chaos selection **Abstract bases:** `GuildListGump` and `GuildMobileListGump` keep their shared list-rendering chrome inside a single concrete `BuildLayout` on the abstract class and expose a `protected abstract void BuildHeader(ref DynamicGumpBuilder builder)` hook for subclasses (replacing the old `Design()` override). This mirrors the abstract-base treatment used for the ML quest base in the quest-gump migration PR. **Concrete subclasses migrated alongside the abstract bases:** - `GuildListGump` subclasses: `GuildAcceptWarGump`, `GuildDeclarePeaceGump`, `GuildDeclareWarGump`, `GuildRejectWarGump`, `GuildRescindDeclarationGump` - `GuildMobileListGump` subclasses: `DeclareFealtyGump`, `GrantGuildTitleGump`, `GuildAdminCandidatesGump`, `GuildCandidatesGump`, `GuildDismissGump`, `GuildRosterGump` **Cliloc rule:** Every gump bakes per-instance dynamic content (guild names, member names, war declarations, candidate lists), which would defeat `StaticGump<T>` caching. Per the cliloc rule, all are `DynamicGump`. **External callers updated:** the prompt files (`GuildAbbrvPrompt`, `GuildCharterPrompt`, `GuildDeclareWarPrompt`, `GuildNamePrompt`, `GuildTitlePrompt`, `GuildWebsitePrompt`), `RecruitTarget`, the `Guildstone` item, and the New Guild System `GuildInfoGump`'s Order/Chaos handler all now go through static `DisplayTo` entry points instead of `new XGump(...)`.
223 lines
7.7 KiB
C#
223 lines
7.7 KiB
C#
using System;
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using Server.Guilds;
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using Server.Network;
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namespace Server.Gumps
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{
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public class GuildGump : DynamicGump
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{
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private readonly Guild _guild;
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private readonly Mobile _mobile;
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public override bool Singleton => true;
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private GuildGump(Mobile beholder, Guild guild) : base(20, 30)
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{
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_mobile = beholder;
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_guild = guild;
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}
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public static void DisplayTo(Mobile from, Guild guild)
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{
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if (from?.NetState == null || guild == null)
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{
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return;
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}
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EnsureClosed(from);
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from.SendGump(new GuildGump(from, guild));
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}
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protected override void BuildLayout(ref DynamicGumpBuilder builder)
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{
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builder.SetNoMove();
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builder.AddPage();
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builder.AddBackground(0, 0, 550, 400, 5054);
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builder.AddBackground(10, 10, 530, 380, 3000);
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builder.AddHtml(20, 15, 200, 35, _guild.Name);
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var leader = _guild.Leader;
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if (leader != null)
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{
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var leadTitle = leader.GuildTitle != null ? leader.GuildTitle.AsSpan().Trim() : ReadOnlySpan<char>.Empty;
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var leadName = leader.Name;
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var leadNameSpan = leadName != null ? leadName.AsSpan().Trim() : ReadOnlySpan<char>.Empty;
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var text = leadTitle.Length > 0 ? $"{leadTitle}: {leadNameSpan}" : leadNameSpan;
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builder.AddHtml(220, 15, 250, 35, text);
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}
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builder.AddButton(20, 50, 4005, 4007, 1);
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builder.AddHtmlLocalized(55, 50, 100, 20, 1013022); // Loyal to
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var fealty = _mobile.GuildFealty;
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if (fealty == null || !_guild.IsMember(fealty))
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{
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fealty = leader;
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}
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fealty ??= _mobile;
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if (_mobile == fealty)
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{
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builder.AddHtmlLocalized(55, 70, 470, 20, 1018002); // yourself
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}
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else
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{
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var fealtyName = fealty.Name;
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builder.AddHtml(55, 70, 470, 20, fealtyName != null ? fealtyName.AsSpan().Trim() : "(empty)");
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}
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builder.AddButton(215, 50, 4005, 4007, 2);
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builder.AddHtmlLocalized(250, 50, 170, 20, 1013023); // Display guild abbreviation
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builder.AddHtmlLocalized(250, 70, 50, 20, _mobile.DisplayGuildTitle ? 1011262 : 1011263); // on/off
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builder.AddButton(20, 100, 4005, 4007, 3);
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builder.AddHtmlLocalized(55, 100, 470, 30, 1011086); // View the current roster.
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builder.AddButton(20, 130, 4005, 4007, 4);
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builder.AddHtmlLocalized(55, 130, 470, 30, 1011085); // Recruit someone into the guild.
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if (_guild.Candidates.Count > 0)
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{
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builder.AddButton(20, 160, 4005, 4007, 5);
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builder.AddHtmlLocalized(55, 160, 470, 30, 1011093); // View list of candidates who have been sponsored to the guild.
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}
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else
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{
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builder.AddImage(20, 160, 4020);
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builder.AddHtmlLocalized(55, 160, 470, 30, 1013031); // There are currently no candidates for membership.
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}
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builder.AddButton(20, 220, 4005, 4007, 6);
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builder.AddHtmlLocalized(55, 220, 470, 30, 1011087); // View the guild's charter.
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builder.AddButton(20, 250, 4005, 4007, 7);
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builder.AddHtmlLocalized(55, 250, 470, 30, 1011092); // Resign from the guild.
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builder.AddButton(20, 280, 4005, 4007, 8);
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builder.AddHtmlLocalized(55, 280, 470, 30, 1011095); // View list of guilds you are at war with.
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if (_mobile.AccessLevel >= AccessLevel.GameMaster || _mobile == leader)
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{
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builder.AddButton(20, 310, 4005, 4007, 9);
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builder.AddHtmlLocalized(55, 310, 470, 30, 1011094); // Access guildmaster functions.
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}
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else
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{
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builder.AddImage(20, 310, 4020);
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builder.AddHtmlLocalized(55, 310, 470, 30, 1018013); // Reserved for guildmaster
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}
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builder.AddButton(20, 360, 4005, 4007, 0);
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builder.AddHtmlLocalized(55, 360, 470, 30, 1011441); // EXIT
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}
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public static void EnsureClosed(Mobile m)
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{
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var gumps = m.GetGumps();
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gumps.Close<DeclareFealtyGump>();
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gumps.Close<GrantGuildTitleGump>();
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gumps.Close<GuildAdminCandidatesGump>();
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gumps.Close<GuildCandidatesGump>();
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gumps.Close<GuildChangeTypeGump>();
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gumps.Close<GuildCharterGump>();
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gumps.Close<GuildDismissGump>();
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gumps.Close<GuildGump>();
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gumps.Close<GuildmasterGump>();
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gumps.Close<GuildRosterGump>();
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gumps.Close<GuildWarGump>();
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}
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public static bool BadLeader(Mobile m, Guild g)
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{
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if (m.Deleted || g.Disbanded || m.AccessLevel < AccessLevel.GameMaster && g.Leader != m)
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{
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return true;
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}
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var stone = g.Guildstone;
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return stone?.Deleted != false || !m.InRange(stone.GetWorldLocation(), 2);
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}
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public static bool BadMember(Mobile m, Guild g)
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{
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if (m.Deleted || g.Disbanded || m.AccessLevel < AccessLevel.GameMaster && !g.IsMember(m))
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{
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return true;
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}
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var stone = g.Guildstone;
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return stone?.Deleted != false || !m.InRange(stone.GetWorldLocation(), 2);
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}
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public override void OnResponse(NetState sender, in RelayInfo info)
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{
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if (BadMember(_mobile, _guild))
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{
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return;
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}
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switch (info.ButtonID)
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{
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case 1: // Loyalty
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{
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DeclareFealtyGump.DisplayTo(_mobile, _guild);
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break;
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}
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case 2: // Toggle display abbreviation
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{
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_mobile.DisplayGuildTitle = !_mobile.DisplayGuildTitle;
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DisplayTo(_mobile, _guild);
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break;
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}
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case 3: // View the current roster
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{
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GuildRosterGump.DisplayTo(_mobile, _guild);
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break;
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}
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case 4: // Recruit
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{
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_mobile.Target = new GuildRecruitTarget(_mobile, _guild);
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break;
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}
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case 5: // Membership candidates
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{
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GuildCandidatesGump.DisplayTo(_mobile, _guild);
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break;
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}
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case 6: // View charter
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{
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GuildCharterGump.DisplayTo(_mobile, _guild);
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break;
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}
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case 7: // Resign
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{
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_guild.RemoveMember(_mobile);
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break;
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}
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case 8: // View wars
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{
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GuildWarGump.DisplayTo(_mobile, _guild);
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break;
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}
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case 9: // Guildmaster functions
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{
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if (_mobile.AccessLevel >= AccessLevel.GameMaster || _guild.Leader == _mobile)
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{
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GuildmasterGump.DisplayTo(_mobile, _guild);
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}
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break;
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}
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}
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}
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}
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}
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