* 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
326 lines
7.7 KiB
C#
326 lines
7.7 KiB
C#
using System;
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using Server.Engines.Craft;
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using Server.Network;
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namespace Server.Items
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{
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public abstract class LockableContainer : TrappableContainer, ILockable, ILockpickable, ICraftable, IShipwreckedItem
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{
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private bool m_Locked;
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public LockableContainer(int itemID) : base(itemID) => MaxLockLevel = 100;
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public LockableContainer(Serial serial) : base(serial)
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{
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}
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public override bool TrapOnOpen => !TrapOnLockpick;
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[CommandProperty(AccessLevel.GameMaster)]
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public bool TrapOnLockpick{ get; set; }
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public override bool DisplaysContent => !m_Locked;
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#region ICraftable Members
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public int OnCraft(int quality, bool makersMark, Mobile from, CraftSystem craftSystem, Type typeRes, BaseTool tool,
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CraftItem craftItem, int resHue)
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{
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if (from.CheckSkill(SkillName.Tinkering, -5.0, 15.0))
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{
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from.SendLocalizedMessage(500636); // Your tinker skill was sufficient to make the item lockable.
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Key key = new Key(KeyType.Copper, Key.RandomValue());
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KeyValue = key.KeyValue;
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DropItem(key);
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double tinkering = from.Skills.Tinkering.Value;
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int level = (int)(tinkering * 0.8);
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RequiredSkill = level - 4;
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LockLevel = level - 14;
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MaxLockLevel = level + 35;
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if (LockLevel == 0)
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LockLevel = -1;
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else if (LockLevel > 95)
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LockLevel = 95;
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if (RequiredSkill > 95)
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RequiredSkill = 95;
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if (MaxLockLevel > 95)
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MaxLockLevel = 95;
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}
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else
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{
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from.SendLocalizedMessage(500637); // Your tinker skill was insufficient to make the item lockable.
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}
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return 1;
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}
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#endregion
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[CommandProperty(AccessLevel.GameMaster)]
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public virtual bool Locked
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{
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get => m_Locked;
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set
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{
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m_Locked = value;
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if (m_Locked)
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Picker = null;
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InvalidateProperties();
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}
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public uint KeyValue{ get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public Mobile Picker{ get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public int MaxLockLevel{ get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public int LockLevel{ get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public int RequiredSkill{ get; set; }
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public virtual void LockPick(Mobile from)
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{
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Locked = false;
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Picker = from;
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if (TrapOnLockpick && ExecuteTrap(from)) TrapOnLockpick = false;
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}
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#region IShipwreckedItem Members
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[CommandProperty(AccessLevel.GameMaster)]
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public bool IsShipwreckedItem{ get; set; }
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#endregion
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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(6); // version
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writer.Write(IsShipwreckedItem);
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writer.Write(TrapOnLockpick);
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writer.Write(RequiredSkill);
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writer.Write(MaxLockLevel);
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writer.Write(KeyValue);
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writer.Write(LockLevel);
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writer.Write(m_Locked);
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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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switch (version)
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{
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case 6:
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{
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IsShipwreckedItem = reader.ReadBool();
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goto case 5;
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}
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case 5:
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{
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TrapOnLockpick = reader.ReadBool();
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goto case 4;
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}
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case 4:
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{
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RequiredSkill = reader.ReadInt();
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goto case 3;
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}
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case 3:
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{
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MaxLockLevel = reader.ReadInt();
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goto case 2;
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}
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case 2:
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{
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KeyValue = reader.ReadUInt();
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goto case 1;
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}
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case 1:
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{
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LockLevel = reader.ReadInt();
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goto case 0;
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}
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case 0:
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{
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if (version < 3)
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MaxLockLevel = 100;
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if (version < 4)
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{
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if (MaxLockLevel - LockLevel == 40)
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{
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RequiredSkill = LockLevel + 6;
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LockLevel = RequiredSkill - 10;
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MaxLockLevel = RequiredSkill + 39;
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}
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else
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{
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RequiredSkill = LockLevel;
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}
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}
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m_Locked = reader.ReadBool();
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break;
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}
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}
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}
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public override bool CheckContentDisplay(Mobile from) => !m_Locked && base.CheckContentDisplay(from);
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public override bool TryDropItem(Mobile from, Item dropped, bool sendFullMessage)
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{
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if (from.AccessLevel < AccessLevel.GameMaster && m_Locked)
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{
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from.SendLocalizedMessage(501747); // It appears to be locked.
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return false;
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}
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return base.TryDropItem(from, dropped, sendFullMessage);
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}
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public override bool OnDragDropInto(Mobile from, Item item, Point3D p)
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{
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if (from.AccessLevel < AccessLevel.GameMaster && m_Locked)
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{
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from.SendLocalizedMessage(501747); // It appears to be locked.
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return false;
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}
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return base.OnDragDropInto(from, item, p);
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}
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public override bool CheckLift(Mobile from, Item item, ref LRReason reject)
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{
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if (!base.CheckLift(from, item, ref reject))
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return false;
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if (item != this && from.AccessLevel < AccessLevel.GameMaster && m_Locked)
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return false;
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return true;
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}
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public override bool CheckItemUse(Mobile from, Item item)
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{
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if (!base.CheckItemUse(from, item))
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return false;
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if (item != this && from.AccessLevel < AccessLevel.GameMaster && m_Locked)
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{
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from.LocalOverheadMessage(MessageType.Regular, 0x3B2, 1019045); // I can't reach that.
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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 virtual bool CheckLocked(Mobile from)
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{
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bool inaccessible = false;
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if (m_Locked)
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{
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int number;
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if (from.AccessLevel >= AccessLevel.GameMaster)
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{
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number = 502502; // That is locked, but you open it with your godly powers.
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}
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else
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{
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number = 501747; // It appears to be locked.
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inaccessible = true;
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}
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Packets.SendMessageLocalized(from.NetState, Serial, ItemID, MessageType.Regular, 0x3B2, 3, number);
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}
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return inaccessible;
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}
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public override void OnTelekinesis(Mobile from)
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{
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if (CheckLocked(from))
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{
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Effects.SendLocationParticles(EffectItem.Create(Location, Map, EffectItem.DefaultDuration), 0x376A, 9, 32,
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5022);
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Effects.PlaySound(Location, Map, 0x1F5);
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return;
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}
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base.OnTelekinesis(from);
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}
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public override void OnDoubleClickSecureTrade(Mobile from)
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{
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if (CheckLocked(from))
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return;
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base.OnDoubleClickSecureTrade(from);
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}
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public override void Open(Mobile from)
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{
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if (CheckLocked(from))
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return;
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base.Open(from);
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}
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public override void OnSnoop(Mobile from)
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{
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if (CheckLocked(from))
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return;
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base.OnSnoop(from);
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}
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public override void AddNameProperties(ObjectPropertyList list)
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{
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base.AddNameProperties(list);
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if (IsShipwreckedItem)
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list.Add(1041645); // recovered from a shipwreck
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}
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public override void OnSingleClick(Mobile from)
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{
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base.OnSingleClick(from);
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if (IsShipwreckedItem)
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LabelTo(from, 1041645); //recovered from a shipwreck
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}
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}
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}
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