* 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
246 lines
5.7 KiB
C#
246 lines
5.7 KiB
C#
using System;
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using System.Globalization;
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using Server.Engines.Quests;
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using Server.Engines.Quests.Haven;
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using Server.Engines.Quests.Necro;
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using Server.Mobiles;
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using Server.Network;
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using CashBankCheckObjective = Server.Engines.Quests.Necro.CashBankCheckObjective;
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namespace Server.Items
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{
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public class BankCheck : Item
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{
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private int m_Worth;
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public BankCheck(Serial serial) : base(serial)
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{
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}
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[Constructible]
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public BankCheck(int worth) : base(0x14F0)
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{
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Weight = 1.0;
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Hue = 0x34;
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LootType = LootType.Blessed;
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m_Worth = worth;
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public int Worth
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{
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get => m_Worth;
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set
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{
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m_Worth = value;
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InvalidateProperties();
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}
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}
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public override bool DisplayLootType => Core.AOS;
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public override int LabelNumber => 1041361; // A bank check
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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_Worth);
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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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LootType = LootType.Blessed;
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int version = reader.ReadInt();
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switch (version)
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{
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case 0:
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{
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m_Worth = reader.ReadInt();
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break;
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}
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}
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}
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public override void GetProperties(ObjectPropertyList list)
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{
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base.GetProperties(list);
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string worth;
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if (Core.ML)
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worth = m_Worth.ToString("N0", CultureInfo.GetCultureInfo("en-US"));
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else
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worth = m_Worth.ToString();
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list.Add(1060738, worth); // value: ~1_val~
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}
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public override void OnAdded(IEntity parent)
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{
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base.OnAdded(parent);
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if (!AccountGold.Enabled) return;
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Mobile owner = null;
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SecureTradeInfo tradeInfo = null;
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Container root = parent as Container;
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while (root?.Parent is Container container)
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root = container;
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parent = root ?? parent;
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if (parent is SecureTradeContainer trade && AccountGold.ConvertOnTrade)
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{
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if (trade.Trade.From.Container == trade)
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{
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tradeInfo = trade.Trade.From;
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owner = tradeInfo.Mobile;
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}
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else if (trade.Trade.To.Container == trade)
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{
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tradeInfo = trade.Trade.To;
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owner = tradeInfo.Mobile;
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}
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}
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else if (parent is BankBox box && AccountGold.ConvertOnBank)
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{
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owner = box.Owner;
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}
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if (owner?.Account?.DepositGold(Worth) != true) return;
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if (tradeInfo != null)
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{
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if (owner.NetState?.NewSecureTrading == false)
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{
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int plat = Math.DivRem(Worth, AccountGold.CurrencyThreshold, out int gold);
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tradeInfo.Plat += plat;
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tradeInfo.Gold += gold;
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}
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tradeInfo.VirtualCheck?.UpdateTrade(tradeInfo.Mobile);
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}
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owner.SendLocalizedMessage(1042763, Worth.ToString("#,0"));
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Delete();
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((Container)parent).UpdateTotals();
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}
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public override void OnSingleClick(Mobile from)
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{
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from.Send(
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new MessageLocalizedAffix(
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Serial,
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ItemID,
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MessageType.Label,
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0x3B2,
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3,
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1041361,
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"",
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AffixType.Append,
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$" {m_Worth}",
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"")); // A bank check:
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}
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public override void OnDoubleClick(Mobile from)
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{
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// This probably isn't OSI accurate, but we can't just make the quests redundant.
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// Double-clicking the BankCheck in your pack will now credit your account.
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Container box = AccountGold.Enabled ? from.Backpack : from.FindBankNoCreate();
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if (box == null || !IsChildOf(box))
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{
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from.SendLocalizedMessage(AccountGold.Enabled ? 1080058 : 1047026);
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// This must be in your backpack to use it. : That must be in your bank box to use it.
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return;
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}
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Delete();
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int deposited = 0;
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int toAdd = m_Worth;
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if (AccountGold.Enabled && from.Account?.DepositGold(toAdd) == true)
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{
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deposited = toAdd;
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toAdd = 0;
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}
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if (toAdd > 0)
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{
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Gold gold;
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while (toAdd > 60000)
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{
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gold = new Gold(60000);
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if (box.TryDropItem(from, gold, false))
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{
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toAdd -= 60000;
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deposited += 60000;
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}
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else
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{
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gold.Delete();
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from.AddToBackpack(new BankCheck(toAdd));
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toAdd = 0;
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break;
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}
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}
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if (toAdd > 0)
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{
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gold = new Gold(toAdd);
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if (box.TryDropItem(from, gold, false))
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{
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deposited += toAdd;
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}
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else
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{
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gold.Delete();
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from.AddToBackpack(new BankCheck(toAdd));
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}
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}
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}
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// Gold was deposited in your account:
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from.SendLocalizedMessage(1042672, true, deposited.ToString("#,0"));
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if (from is PlayerMobile pm)
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{
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QuestSystem qs = pm.Quest;
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if (qs is DarkTidesQuest)
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{
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QuestObjective obj = qs.FindObjective<CashBankCheckObjective>();
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if (obj?.Completed == false) obj.Complete();
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}
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if (qs is UzeraanTurmoilQuest)
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{
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QuestObjective obj = qs.FindObjective(typeof(Engines.Quests.Haven.CashBankCheckObjective));
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if (obj?.Completed == false) obj.Complete();
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}
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}
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}
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}
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}
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