* 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
224 lines
5.9 KiB
C#
224 lines
5.9 KiB
C#
using System;
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using Server.Network;
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namespace Server.Items
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{
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public enum TrapType
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{
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None,
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MagicTrap,
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ExplosionTrap,
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DartTrap,
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PoisonTrap
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}
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public abstract class TrappableContainer : BaseContainer, ITelekinesisable
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{
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public TrappableContainer(int itemID) : base(itemID)
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{
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}
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public TrappableContainer(Serial serial) : base(serial)
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{
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public TrapType TrapType{ get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public int TrapPower{ get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public int TrapLevel{ get; set; }
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public virtual bool TrapOnOpen => true;
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public virtual void OnTelekinesis(Mobile from)
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{
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Effects.SendLocationParticles(EffectItem.Create(Location, Map, EffectItem.DefaultDuration), 0x376A, 9, 32, 5022);
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Effects.PlaySound(Location, Map, 0x1F5);
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if (TrapOnOpen) ExecuteTrap(from);
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}
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private void SendMessageTo(Mobile to, int number, int hue)
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{
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if (Deleted || !to.CanSee(this))
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return;
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Packets.SendMessageLocalized(to.NetState, Serial, ItemID, MessageType.Regular, hue, 3, number);
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}
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private void SendMessageTo(Mobile to, string text, int hue)
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{
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if (Deleted || !to.CanSee(this))
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return;
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Packets.SendUnicodeMessage(to.NetState,Serial, ItemID, MessageType.Regular, hue, 3, "ENU", "", text);
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}
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public virtual bool ExecuteTrap(Mobile from)
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{
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if (TrapType != TrapType.None)
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{
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Point3D loc = GetWorldLocation();
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Map facet = Map;
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if (from.AccessLevel >= AccessLevel.GameMaster)
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{
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SendMessageTo(from, "That is trapped, but you open it with your godly powers.", 0x3B2);
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return false;
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}
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switch (TrapType)
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{
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case TrapType.ExplosionTrap:
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{
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SendMessageTo(from, 502999, 0x3B2); // You set off a trap!
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if (from.InRange(loc, 3))
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{
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int damage;
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if (TrapLevel > 0)
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damage = Utility.RandomMinMax(10, 30) * TrapLevel;
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else
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damage = TrapPower;
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AOS.Damage(from, damage, 0, 100, 0, 0, 0);
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// Your skin blisters from the heat!
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from.LocalOverheadMessage(MessageType.Regular, 0x2A, 503000);
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}
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Effects.SendLocationEffect(loc, facet, 0x36BD, 15);
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Effects.PlaySound(loc, facet, 0x307);
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break;
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}
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case TrapType.MagicTrap:
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{
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if (from.InRange(loc, 1))
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from.Damage(TrapPower);
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//AOS.Damage( from, m_TrapPower, 0, 100, 0, 0, 0 );
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Effects.PlaySound(loc, Map, 0x307);
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Effects.SendLocationEffect(new Point3D(loc.X - 1, loc.Y, loc.Z), Map, 0x36BD, 15);
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Effects.SendLocationEffect(new Point3D(loc.X + 1, loc.Y, loc.Z), Map, 0x36BD, 15);
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Effects.SendLocationEffect(new Point3D(loc.X, loc.Y - 1, loc.Z), Map, 0x36BD, 15);
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Effects.SendLocationEffect(new Point3D(loc.X, loc.Y + 1, loc.Z), Map, 0x36BD, 15);
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Effects.SendLocationEffect(new Point3D(loc.X + 1, loc.Y + 1, loc.Z + 11), Map, 0x36BD, 15);
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break;
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}
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case TrapType.DartTrap:
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{
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SendMessageTo(from, 502999, 0x3B2); // You set off a trap!
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if (from.InRange(loc, 3))
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{
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int damage;
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if (TrapLevel > 0)
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damage = Utility.RandomMinMax(5, 15) * TrapLevel;
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else
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damage = TrapPower;
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AOS.Damage(from, damage, 100, 0, 0, 0, 0);
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// A dart embeds itself in your flesh!
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from.LocalOverheadMessage(MessageType.Regular, 0x62, 502998);
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}
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Effects.PlaySound(loc, facet, 0x223);
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break;
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}
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case TrapType.PoisonTrap:
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{
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SendMessageTo(from, 502999, 0x3B2); // You set off a trap!
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if (from.InRange(loc, 3))
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{
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Poison poison;
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if (TrapLevel > 0)
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{
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poison = Poison.GetPoison(Math.Max(0, Math.Min(4, TrapLevel - 1)));
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}
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else
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{
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AOS.Damage(from, TrapPower, 0, 0, 0, 100, 0);
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poison = Poison.Greater;
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}
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from.ApplyPoison(from, poison);
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// You are enveloped in a noxious green cloud!
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from.LocalOverheadMessage(MessageType.Regular, 0x44, 503004);
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}
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Effects.SendLocationEffect(loc, facet, 0x113A, 10, 20);
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Effects.PlaySound(loc, facet, 0x231);
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break;
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}
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}
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TrapType = TrapType.None;
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TrapPower = 0;
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TrapLevel = 0;
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return true;
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}
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return false;
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}
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public override void Open(Mobile from)
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{
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if (!TrapOnOpen || !ExecuteTrap(from))
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base.Open(from);
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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(2); // version
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writer.Write(TrapLevel);
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writer.Write(TrapPower);
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writer.Write((int)TrapType);
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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 2:
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{
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TrapLevel = reader.ReadInt();
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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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TrapPower = 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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TrapType = (TrapType)reader.ReadInt();
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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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