* 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
335 lines
7.9 KiB
C#
335 lines
7.9 KiB
C#
using System;
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using System.Collections.Generic;
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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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[Flippable(0x14EB, 0x14EC)]
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public class MapItem : Item, ICraftable
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{
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private const int MaxUserPins = 50;
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private bool m_Editable;
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private Map m_Facet;
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[Constructible]
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public MapItem(Map facet = null) : base(0x14EC)
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{
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Weight = 1.0;
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Width = 200;
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Height = 200;
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m_Facet = facet;
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}
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public MapItem(Serial serial) : base(serial)
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{
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public bool Protected{ get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public Rectangle2D Bounds{ get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public int Width{ get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public int Height{ get; set; }
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public List<Point2D> Pins{ get; } = new List<Point2D>();
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[CommandProperty(AccessLevel.GameMaster)]
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public virtual Map Facet
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{
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get => m_Facet;
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set => m_Facet = value;
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}
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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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CraftInit(from);
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return 1;
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}
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#endregion
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public virtual void CraftInit(Mobile from)
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{
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}
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public void SetDisplay(int x1, int y1, int x2, int y2, int w, int h)
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{
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Width = w;
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Height = h;
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if (x1 < 0)
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x1 = 0;
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if (y1 < 0)
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y1 = 0;
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if (x2 >= 5120)
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x2 = 5119;
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if (y2 >= 4096)
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y2 = 4095;
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Bounds = new Rectangle2D(x1, y1, x2 - x1, y2 - y1);
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}
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public override void OnDoubleClick(Mobile from)
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{
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if (from.InRange(GetWorldLocation(), 2))
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DisplayTo(from);
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else
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from.SendLocalizedMessage(500446); // That is too far away.
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}
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public virtual void DisplayTo(Mobile from)
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{
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NetState ns = from.NetState;
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if (ns.NewCharacterList) // 7.0.13.0+ supports maps on all facets
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MapItemPackets.SendMapDetailsNew(ns, this);
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else if (Facet != null && Facet != Map.Felucca && Facet != Map.Trammel) // Is it Felucca and Trammel, or just Felucca?
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{
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from.SendMessage("You must have client 7.0.13.0 or higher to display this map.");
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return;
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}
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else
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MapItemPackets.SendMapDetailsOld(ns, this);
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MapItemPackets.SendMapDisplay(from.NetState, this);
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for (int i = 0; i < Pins.Count; ++i)
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MapItemPackets.SendMapAddPin(from.NetState, this, Pins[i]);
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MapItemPackets.SendMapSetEditable(from.NetState, this, ValidateEdit(from));
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}
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public virtual void OnAddPin(Mobile from, int x, int y)
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{
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if (!ValidateEdit(from))
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return;
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if (Pins.Count >= MaxUserPins)
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return;
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Validate(ref x, ref y);
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AddPin(x, y);
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}
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public virtual void OnRemovePin(Mobile from, int number)
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{
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if (!ValidateEdit(from))
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return;
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RemovePin(number);
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}
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public virtual void OnChangePin(Mobile from, int number, int x, int y)
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{
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if (!ValidateEdit(from))
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return;
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Validate(ref x, ref y);
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ChangePin(number, x, y);
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}
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public virtual void OnInsertPin(Mobile from, int number, int x, int y)
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{
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if (!ValidateEdit(from))
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return;
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if (Pins.Count >= MaxUserPins)
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return;
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Validate(ref x, ref y);
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InsertPin(number, x, y);
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}
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public virtual void OnClearPins(Mobile from)
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{
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if (!ValidateEdit(from))
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return;
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ClearPins();
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}
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public virtual void OnToggleEditable(Mobile from)
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{
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if (Validate(from))
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m_Editable = !m_Editable;
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MapItemPackets.SendMapSetEditable(from.NetState, this, m_Editable && ValidateEdit(from));
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}
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public virtual void Validate(ref int x, ref int y)
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{
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if (x < 0)
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x = 0;
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else if (x >= Width)
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x = Width - 1;
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if (y < 0)
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y = 0;
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else if (y >= Height)
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y = Height - 1;
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}
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public virtual bool ValidateEdit(Mobile from) => m_Editable && Validate(from);
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public virtual bool Validate(Mobile from)
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{
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if (!from.CanSee(this) || from.Map != Map || !from.Alive || InSecureTrade)
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return false;
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if (from.AccessLevel >= AccessLevel.GameMaster)
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return true;
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if (!Movable || Protected || !from.InRange(GetWorldLocation(), 2))
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return false;
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return !(RootParent is Mobile && RootParent != from);
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}
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public void ConvertToWorld(int x, int y, out int worldX, out int worldY)
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{
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worldX = Bounds.Width * x / Width + Bounds.X;
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worldY = Bounds.Height * y / Height + Bounds.Y;
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}
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public void ConvertToMap(int x, int y, out int mapX, out int mapY)
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{
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mapX = (x - Bounds.X) * Width / Bounds.Width;
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mapY = (y - Bounds.Y) * Width / Bounds.Height;
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}
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public virtual void AddWorldPin(int x, int y)
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{
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ConvertToMap(x, y, out int mapX, out int mapY);
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AddPin(mapX, mapY);
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}
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public virtual void AddPin(int x, int y)
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{
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Pins.Add(new Point2D(x, y));
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}
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public virtual void RemovePin(int index)
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{
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if (index > 0 && index < Pins.Count)
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Pins.RemoveAt(index);
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}
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public virtual void InsertPin(int index, int x, int y)
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{
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if (index < 0 || index >= Pins.Count)
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Pins.Add(new Point2D(x, y));
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else
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Pins.Insert(index, new Point2D(x, y));
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}
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public virtual void ChangePin(int index, int x, int y)
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{
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if (index >= 0 && index < Pins.Count)
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Pins[index] = new Point2D(x, y);
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}
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public virtual void ClearPins()
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{
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Pins.Clear();
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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(1);
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writer.Write(m_Facet);
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writer.Write(Bounds);
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writer.Write(Width);
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writer.Write(Height);
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writer.Write(Protected);
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writer.Write(Pins.Count);
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for (int i = 0; i < Pins.Count; ++i)
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writer.Write(Pins[i]);
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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 1:
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m_Facet = reader.ReadMap();
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goto case 0;
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case 0:
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{
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Bounds = reader.ReadRect2D();
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Width = reader.ReadInt();
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Height = reader.ReadInt();
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Protected = reader.ReadBool();
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int count = reader.ReadInt();
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for (int i = 0; i < count; i++)
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Pins.Add(reader.ReadPoint2D());
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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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PacketHandlers.Register(0x56, 11, true, OnMapCommand);
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}
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private static void OnMapCommand(NetState state, PacketReader pvSrc)
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{
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Mobile from = state.Mobile;
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if (!(World.FindItem(pvSrc.ReadUInt32()) is MapItem map))
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return;
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int command = pvSrc.ReadByte();
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int number = pvSrc.ReadByte();
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int x = pvSrc.ReadInt16();
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int y = pvSrc.ReadInt16();
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switch (command)
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{
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case 1:
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map.OnAddPin(from, x, y);
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break;
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case 2:
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map.OnInsertPin(from, number, x, y);
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break;
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case 3:
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map.OnChangePin(from, number, x, y);
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break;
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case 4:
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map.OnRemovePin(from, number);
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break;
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case 5:
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map.OnClearPins(from);
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break;
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case 6:
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map.OnToggleEditable(from);
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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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