* 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
322 lines
8.8 KiB
C#
322 lines
8.8 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Server.Buffers;
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using Server.Gumps;
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using Server.Items;
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using Server.Mobiles;
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using Server.Network;
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using Server.Spells.Fifth;
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using Server.Spells.Ninjitsu;
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using Server.Spells.Seventh;
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namespace Server.Engines.MLQuests.Gumps
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{
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public interface IRaceChanger
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{
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bool CheckComplete(PlayerMobile from);
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void ConsumeNeeded(PlayerMobile from);
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void OnCancel(PlayerMobile from);
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}
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public class RaceChangeConfirmGump : Gump
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{
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private static Dictionary<NetState, RaceChangeState> m_Pending;
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private PlayerMobile m_From;
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private IRaceChanger m_Owner;
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private Race m_Race;
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public RaceChangeConfirmGump(IRaceChanger owner, PlayerMobile from, Race targetRace)
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: base(50, 50)
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{
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from.CloseGump<RaceChangeConfirmGump>();
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m_Owner = owner;
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m_From = from;
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m_Race = targetRace;
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AddPage(0);
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AddBackground(0, 0, 240, 135, 0x2422);
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if (targetRace == Race.Human)
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AddHtmlLocalized(15, 15, 210, 75, 1073643, 0); // Are you sure you wish to embrace your humanity?
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else if (targetRace == Race.Elf)
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AddHtmlLocalized(15, 15, 210, 75, 1073642, 0); // Are you sure you want to follow the elven ways?
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else
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AddHtml(15, 15, 210, 75, $"Are you sure you want to change your race to {targetRace.Name}?");
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AddButton(160, 95, 0xF7, 0xF8, 1);
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AddButton(90, 95, 0xF2, 0xF1, 0);
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}
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public override void OnResponse(NetState sender, RelayInfo info)
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{
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switch (info.ButtonID)
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{
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case 0: // Cancel
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{
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m_Owner?.OnCancel(m_From);
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break;
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}
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case 1: // Okay
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{
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if (m_Owner?.CheckComplete(m_From) != false)
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Offer(m_Owner, m_From, m_Race);
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break;
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}
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}
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}
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public static void Initialize()
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{
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m_Pending = new Dictionary<NetState, RaceChangeState>();
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PacketHandlers.RegisterExtended(0x2A, true, RaceChangeReply);
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}
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public static bool IsPending(NetState state) => state != null && m_Pending.ContainsKey(state);
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private static void Offer(IRaceChanger owner, PlayerMobile from, Race targetRace)
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{
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NetState ns = from.NetState;
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if (ns == null || !CanChange(from, targetRace))
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return;
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CloseCurrent(ns);
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m_Pending[ns] = new RaceChangeState(owner, ns, targetRace);
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SendRaceChanger(ns, from.Female, targetRace);
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}
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private static void CloseCurrent(NetState ns)
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{
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if (m_Pending.TryGetValue(ns, out RaceChangeState state))
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{
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state.m_Timeout.Stop();
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m_Pending.Remove(ns);
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}
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SendCloseRaceChanger(ns);
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}
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private static void Timeout(NetState ns)
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{
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if (IsPending(ns))
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{
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m_Pending.Remove(ns);
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SendCloseRaceChanger(ns);
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}
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}
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public static bool IsWearingEquipment(Mobile from)
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{
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return from.Items.Select(item => item.Layer switch
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{
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Layer.Hair => false,
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Layer.FacialHair => false,
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Layer.Backpack => false,
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Layer.Mount => false,
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Layer.Bank => false,
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_ => true
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}).FirstOrDefault();
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}
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private static bool CanChange(PlayerMobile from, Race targetRace)
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{
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if (from.Deleted)
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return false;
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if (from.Race == targetRace)
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from.SendLocalizedMessage(1111918); // You are already that race.
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else if (!MondainsLegacy.CheckML(from, false))
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from.SendLocalizedMessage(1073651); // You must have Mondain's Legacy before proceeding...
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else if (!from.Alive)
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from.SendLocalizedMessage(1073646); // Only the living may proceed...
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else if (from.Mounted)
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from.SendLocalizedMessage(1073647); // You may not continue while mounted...
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else if (!from.CanBeginAction<PolymorphSpell>() || DisguiseTimers.IsDisguised(from) ||
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AnimalForm.UnderTransformation(from) || !from.CanBeginAction<IncognitoSpell>() ||
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from.IsBodyMod) // TODO: Does this cover everything?
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from.SendLocalizedMessage(1073648); // You may only proceed while in your original state...
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else if (from.Spell?.IsCasting == true)
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from.SendLocalizedMessage(1073649); // One may not proceed while embracing magic...
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else if (from.Poisoned)
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from.SendLocalizedMessage(1073652); // You must be healthy to proceed...
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else if (IsWearingEquipment(from))
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from.SendLocalizedMessage(1073650); // To proceed you must be unburdened by equipment...
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else
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return true;
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return false;
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}
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private static void RaceChangeReply(NetState state, PacketReader pvSrc)
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{
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if (!m_Pending.TryGetValue(state, out RaceChangeState raceChangeState))
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return;
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CloseCurrent(state);
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if (!(state.Mobile is PlayerMobile pm))
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return;
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IRaceChanger owner = raceChangeState.m_Owner;
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Race targetRace = raceChangeState.m_TargetRace;
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if (pvSrc.Length == 5)
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{
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owner?.OnCancel(pm);
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return;
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}
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if (!CanChange(pm, targetRace) || owner?.CheckComplete(pm) == false)
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return;
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int hue = pvSrc.ReadUInt16();
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int hairItemId = pvSrc.ReadUInt16();
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int hairHue = pvSrc.ReadUInt16();
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int facialHairItemId = pvSrc.ReadUInt16();
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int facialHairHue = pvSrc.ReadUInt16();
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pm.Race = targetRace;
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pm.Hue = targetRace.ClipSkinHue(hue) | 0x8000;
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if (targetRace.ValidateHair(pm, hairItemId))
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{
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pm.HairItemID = hairItemId;
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pm.HairHue = targetRace.ClipHairHue(hairHue);
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}
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else
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{
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pm.HairItemID = 0;
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}
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if (targetRace.ValidateFacialHair(pm, facialHairItemId))
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{
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pm.FacialHairItemID = facialHairItemId;
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pm.FacialHairHue = targetRace.ClipHairHue(facialHairHue);
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}
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else
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{
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pm.FacialHairItemID = 0;
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}
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if (targetRace == Race.Human)
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pm.SendLocalizedMessage(1073654); // You are now fully human.
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else if (targetRace == Race.Elf)
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pm.SendLocalizedMessage(1073653); // You are now fully initiated into the Elven culture.
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else
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pm.SendMessage("You have fully changed your race to {0}.", targetRace.Name);
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owner?.ConsumeNeeded(pm);
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}
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private class RaceChangeState
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{
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private static readonly TimeSpan m_TimeoutDelay = TimeSpan.FromMinutes(1);
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public IRaceChanger m_Owner;
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public Race m_TargetRace;
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public Timer m_Timeout;
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public RaceChangeState(IRaceChanger owner, NetState ns, Race targetRace)
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{
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m_Owner = owner;
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m_TargetRace = targetRace;
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m_Timeout = Timer.DelayCall(m_TimeoutDelay, Timeout, ns);
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}
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}
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public static void SendRaceChanger(NetState ns, bool female, Race targetRace)
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{
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if (ns == null)
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return;
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SpanWriter writer = new SpanWriter(stackalloc byte[7]);
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writer.Write((byte)0xBF); // Packet ID
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writer.Write((ushort)0x07); // Dynamic Length
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writer.Write((short)0x2A);
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writer.Write(female);
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writer.Write((byte)(targetRace.RaceID + 1));
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ns.Send(writer.Span);
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}
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private static void SendCloseRaceChanger(NetState ns)
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{
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ns?.Send(stackalloc byte[]
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{
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0xBF, // Packet ID
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0x07, // Dynamic Length
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0x00,
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0xFF
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});
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}
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}
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public class RaceChangeDeed : Item, IRaceChanger
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{
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[Constructible]
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public RaceChangeDeed()
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: base(0x14F0) =>
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LootType = LootType.Blessed;
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public RaceChangeDeed(Serial serial)
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: base(serial)
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{
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}
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public override string DefaultName => "a race change deed";
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public bool CheckComplete(PlayerMobile pm)
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{
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if (Deleted)
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return false;
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if (!IsChildOf(pm.Backpack))
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{
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pm.SendLocalizedMessage(1042001); // That must be in your pack for you to use it.
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return false;
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}
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return true;
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}
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public void ConsumeNeeded(PlayerMobile pm)
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{
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Consume();
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}
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public void OnCancel(PlayerMobile pm)
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{
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}
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public override void OnDoubleClick(Mobile from)
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{
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if (!(from is PlayerMobile pm))
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return;
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if (CheckComplete(pm))
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pm.SendGump(new RaceChangeConfirmGump(this, pm, pm.Race == Race.Human ? Race.Elf : Race.Human));
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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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