* Fixes a bug with the main loop. Removes unnecessary optimizations for RDRand. * WIP - Rewriting packets. * Cleanup and updates README * Converts more packets * Fixes header * Converts Effects packets. * Forgot the send command * Adds the start of containers packets. * Adds message packets with caching * Extends the send methods * Starts to add Acquire methods * Converted the packets * Cleanup * Cleanup * Adds more packets * Adds more packets * Fixes clearing arrays from pool. Adds Mobile Incoming * Converts more packets. * Moves more packets * Moves more packets * Test compression * Merges * Migrating to an idiomatic syntax that also supports compression, and proxying. * Optimize the stack alloc. Changes attributes * Converted container packets * Visual Studio doesn't auto save files. I am still getting used to subpar IDEs. * Adds static packet caching. Will profile later. Converts more packets * Fixes packets and changes how compression is configured * WIP - Adds basics for Gumps. Not finished though. * Fix file * Fixes formatting * Changed SpanWriter to be more idiomatic. * Fixes Span vs RawSpan and missing stackallocs * Converts over some more gumps * WIP - Deletes 32bit support. * Drops RDRand32 support. * Fixes gump compilation * Converting gump components * Removes old huffman compression function * Revert signature for backwards compatibility * WIP - Converting more gump components * Creates ArraySet for the strings. Updates AppendTo to reference that. * Converts the maining gump components * Cleans up gump components * Cleans up directives * Cleans up ArraySet and moves it. Adds null-coalescing-assignment * Cleanup, Target Packets, and C# 8 changes. * Removed OPL Packet * World packets * Fixing packet uses * Cleans up code. Fixes packet uses in various places. * More cleanup for packets * Code cleanup * Converts more packet uses and cleans up more code * More code cleanup * Finishes fixing the packets in Item * Updates secure trade packets * Updates core and gets it to compile. * Moved packets to scripts. Fixed account handler use of packets * Code cleanup * Updates chat packets * Code cleanuo * Adds party packets, but need to implement them. * Party packets WIP * Finishes party packets * Rearrange movement namespaces and classes * Finishes plant packets * Code Formatting * Fixes moving effects * Code cleanup, eliminates equipinfo * Adds more packets. Fixes bugs with various packets. * Finishes mahjon packets * Fixes mahjong packet * Code cleanup * Finishes mahjong packets * Adds Map packets * Add multifacet maps and charts * Cleans up some packets with UTF8 * Optimizes packets * Cleans up more packets. Moves the MessageHelper * Removes assistant support. Removes extended protocol. Incorporates MapUO packets as normal packets. * Updates protocol extensions packet receiver * Fixes a few bugs. Fixes a few more packets. * Code cleanup and fixing more packets * Fixes packet effects * Cleaned up more code * Buff Icon cleanup * Removed unused constructors * Code Cleanup. Adds BoatHS Packets * Moves house files. Updates house foundation packets. * Deployment cleanup * Fixes: * Code cleanup * More code cleanup * More code cleanup * Cleaned up BaseHouse * Enforces styling * Converts foreach to linq where possible. * Dont need that * Goals/Readme updates * Removes 32bit support at the highest level. Turns on HRT by default. * Code cleanup. Fixes extended features packet. * Fixes various bugs * Code cleanup * Code cleanup * Code cleanup. Fixes gump X/Y assignment. * Code cleanup using |= operator * More code cleanup * Cleanup * Fixes spacing issues. Thanks Visual Studio. You suck. * Compiler error * Fixes NPE from RunUO 2.7 * Renames ScriptCompiler to AssemblyHandler. Fixes packets. Updates README * Fixes more packets. Stupid trailing nulls. * Fixes various bugs. * Fixes for gumps * Fixes more gump stuff. Going to split it out later since it is getting insane * Recoded the gump writing * WIP * *Added output path of scripts project to dev branch *Activated debugging in code
205 lines
5.1 KiB
C#
205 lines
5.1 KiB
C#
using System;
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using Server.Mobiles;
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using Server.Network;
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using Server.Spells;
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namespace Server.Engines.Doom
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{
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public class LampRoomBox : Item
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{
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private LeverPuzzleController m_Controller;
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private Mobile m_Wanderer;
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public LampRoomBox(LeverPuzzleController controller) : base(0xe80)
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{
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m_Controller = controller;
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ItemID = 0xe80;
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Movable = false;
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}
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public LampRoomBox(Serial serial) : base(serial)
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{
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}
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public override void OnDoubleClick(Mobile m)
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{
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if (!m.InRange(GetWorldLocation(), 3))
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return;
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if (m_Controller.Enabled)
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return;
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if (m_Wanderer?.Alive != true)
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{
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m_Wanderer = new WandererOfTheVoid();
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m_Wanderer.MoveToWorld(LeverPuzzleController.lr_Enter, Map.Malas);
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m_Wanderer.PublicOverheadMessage(MessageType.Regular, 0x3B2, 1060002); // I am the guardian of...
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Timer.DelayCall(TimeSpan.FromSeconds(5.0), CallBackMessage);
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}
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}
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public void CallBackMessage()
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{
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PublicOverheadMessage(MessageType.Regular, 0x3B2, 1060003); // You try to pry the box open...
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}
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public override void OnAfterDelete()
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{
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if (m_Controller?.Deleted == false)
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m_Controller.Delete();
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}
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public override void Serialize(GenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(0); // version
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writer.Write(m_Controller);
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}
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public override void Deserialize(GenericReader reader)
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{
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base.Deserialize(reader);
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int version = reader.ReadInt();
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m_Controller = reader.ReadItem() as LeverPuzzleController;
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}
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}
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public class LeverPuzzleStatue : Item
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{
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private LeverPuzzleController m_Controller;
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public LeverPuzzleStatue(int[] dat, LeverPuzzleController controller) : base(dat[0])
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{
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m_Controller = controller;
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Hue = 0x44E;
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Movable = false;
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}
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public LeverPuzzleStatue(Serial serial) : base(serial)
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{
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}
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public override void OnAfterDelete()
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{
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if (m_Controller?.Deleted == false)
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m_Controller.Delete();
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}
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public override void Serialize(GenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(0); // version
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writer.Write(m_Controller);
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}
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public override void Deserialize(GenericReader reader)
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{
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base.Deserialize(reader);
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int version = reader.ReadInt();
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m_Controller = reader.ReadItem() as LeverPuzzleController;
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}
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}
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public class LeverPuzzleLever : Item
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{
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private LeverPuzzleController m_Controller;
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public LeverPuzzleLever(ushort code, LeverPuzzleController controller) : base(0x108E)
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{
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m_Controller = controller;
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Code = code;
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Hue = 0x66D;
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Movable = false;
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}
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public LeverPuzzleLever(Serial serial) : base(serial)
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{
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public ushort Code{ get; private set; }
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public override void OnDoubleClick(Mobile m)
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{
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if (m != null && m_Controller.Enabled)
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{
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ItemID ^= 2;
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Effects.PlaySound(Location, Map, 0x3E8);
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m_Controller.LeverPulled(Code);
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}
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else
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{
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m?.SendLocalizedMessage(1060001); // You throw the switch, but the mechanism cannot be engaged again so soon.
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}
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}
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public override void OnAfterDelete()
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{
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if (m_Controller?.Deleted == false)
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m_Controller.Delete();
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}
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public override void Serialize(GenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(0); // version
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writer.Write(Code);
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writer.Write(m_Controller);
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}
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public override void Deserialize(GenericReader reader)
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{
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base.Deserialize(reader);
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int version = reader.ReadInt();
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Code = reader.ReadUShort();
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m_Controller = reader.ReadItem() as LeverPuzzleController;
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}
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}
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[TypeAlias("Server.Engines.Doom.LampRoomTelePorter")]
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public class LampRoomTeleporter : Item
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{
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public LampRoomTeleporter(int[] dat)
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{
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Hue = dat[1];
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ItemID = dat[0];
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Movable = false;
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}
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public LampRoomTeleporter(Serial serial) : base(serial)
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{
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}
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public override bool HandlesOnMovement => true;
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public override bool OnMoveOver(Mobile m)
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{
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if (m is PlayerMobile)
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{
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if (SpellHelper.CheckCombat(m))
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{
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m.SendLocalizedMessage(1005564, "", 0x22); // Wouldst thou flee during the heat of battle??
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}
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else
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{
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BaseCreature.TeleportPets(m, LeverPuzzleController.lr_Exit, Map.Malas);
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m.MoveToWorld(LeverPuzzleController.lr_Exit, Map.Malas);
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return false;
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}
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}
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return true;
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}
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public override void Serialize(GenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(0); // version
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}
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public override void Deserialize(GenericReader reader)
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{
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base.Deserialize(reader);
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int version = reader.ReadInt();
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}
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}
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}
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