* 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
337 lines
9.1 KiB
C#
337 lines
9.1 KiB
C#
using System;
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namespace Server.Items
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{
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public enum ECEffectType
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{
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None,
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Moving,
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Location,
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Target,
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Lightning
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}
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public enum EffectTriggerType
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{
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None,
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Sequenced,
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DoubleClick,
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InRange
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}
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public class EffectController : Item
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{
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private IEntity m_Source;
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private IEntity m_Target;
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[Constructible]
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public EffectController() : base(0x1B72)
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{
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Movable = false;
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Visible = false;
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TriggerType = EffectTriggerType.Sequenced;
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EffectLayer = (EffectLayer)255;
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}
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public EffectController(Serial serial) : base(serial)
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{
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public ECEffectType EffectType{ get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public EffectTriggerType TriggerType{ get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public EffectLayer EffectLayer{ get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public TimeSpan EffectDelay{ get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public TimeSpan TriggerDelay{ get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public TimeSpan SoundDelay{ get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public Item SourceItem
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{
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get => m_Source as Item;
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set => m_Source = value;
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public Mobile SourceMobile
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{
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get => m_Source as Mobile;
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set => m_Source = value;
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public bool SourceNull
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{
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get => m_Source == null;
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set
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{
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if (value) m_Source = null;
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}
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public Item TargetItem
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{
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get => m_Target as Item;
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set => m_Target = value;
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public Mobile TargetMobile
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{
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get => m_Target as Mobile;
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set => m_Target = value;
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public bool TargetNull
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{
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get => m_Target == null;
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set
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{
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if (value) m_Target = null;
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}
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public EffectController Sequence{ get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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private bool FixedDirection{ get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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private bool Explodes{ get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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private bool PlaySoundAtTrigger{ get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public int EffectItemID{ get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public int EffectHue{ get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public int RenderMode{ get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public int Speed{ get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public int Duration{ get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public int ParticleEffect{ get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public int ExplodeParticleEffect{ get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public int ExplodeSound{ get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public int Unknown{ get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public int SoundID{ get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public int TriggerRange{ get; set; }
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public override string DefaultName => "Effect Controller";
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public override bool HandlesOnMovement => TriggerType == EffectTriggerType.InRange;
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public override void OnDoubleClick(Mobile from)
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{
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if (TriggerType == EffectTriggerType.DoubleClick)
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DoEffect(from);
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}
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public override void OnMovement(Mobile m, Point3D oldLocation)
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{
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if (m.Location != oldLocation && TriggerType == EffectTriggerType.InRange &&
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Utility.InRange(GetWorldLocation(), m.Location, TriggerRange) &&
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!Utility.InRange(GetWorldLocation(), oldLocation, TriggerRange))
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DoEffect(m);
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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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writer.Write(EffectDelay);
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writer.Write(TriggerDelay);
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writer.Write(SoundDelay);
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if (m_Source is Item srcItem)
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writer.Write(srcItem);
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else
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writer.Write(m_Source as Mobile);
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if (m_Target is Item targItem)
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writer.Write(targItem);
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else
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writer.Write(m_Target as Mobile);
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writer.Write(Sequence);
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writer.Write(FixedDirection);
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writer.Write(Explodes);
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writer.Write(PlaySoundAtTrigger);
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writer.WriteEncodedInt((int)EffectType);
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writer.WriteEncodedInt((int)EffectLayer);
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writer.WriteEncodedInt((int)TriggerType);
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writer.WriteEncodedInt(EffectItemID);
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writer.WriteEncodedInt(EffectHue);
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writer.WriteEncodedInt(RenderMode);
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writer.WriteEncodedInt(Speed);
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writer.WriteEncodedInt(Duration);
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writer.WriteEncodedInt(ParticleEffect);
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writer.WriteEncodedInt(ExplodeParticleEffect);
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writer.WriteEncodedInt(ExplodeSound);
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writer.WriteEncodedInt(Unknown);
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writer.WriteEncodedInt(SoundID);
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writer.WriteEncodedInt(TriggerRange);
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}
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private IEntity ReadEntity(GenericReader reader) => World.FindEntity(reader.ReadUInt());
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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 0:
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{
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EffectDelay = reader.ReadTimeSpan();
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TriggerDelay = reader.ReadTimeSpan();
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SoundDelay = reader.ReadTimeSpan();
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m_Source = ReadEntity(reader);
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m_Target = ReadEntity(reader);
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Sequence = reader.ReadItem() as EffectController;
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FixedDirection = reader.ReadBool();
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Explodes = reader.ReadBool();
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PlaySoundAtTrigger = reader.ReadBool();
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EffectType = (ECEffectType)reader.ReadEncodedInt();
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EffectLayer = (EffectLayer)reader.ReadEncodedInt();
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TriggerType = (EffectTriggerType)reader.ReadEncodedInt();
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EffectItemID = reader.ReadEncodedInt();
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EffectHue = reader.ReadEncodedInt();
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RenderMode = reader.ReadEncodedInt();
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Speed = reader.ReadEncodedInt();
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Duration = reader.ReadEncodedInt();
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ParticleEffect = reader.ReadEncodedInt();
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ExplodeParticleEffect = reader.ReadEncodedInt();
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ExplodeSound = reader.ReadEncodedInt();
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Unknown = reader.ReadEncodedInt();
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SoundID = reader.ReadEncodedInt();
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TriggerRange = reader.ReadEncodedInt();
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break;
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}
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}
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}
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public void PlaySound(IEntity trigger)
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{
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IEntity ent = null;
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if (PlaySoundAtTrigger)
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ent = trigger;
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if (ent == null)
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ent = this;
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Effects.PlaySound((ent as Item)?.GetWorldLocation() ?? ent.Location, ent.Map, SoundID);
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}
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public void DoEffect(IEntity trigger)
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{
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if (Deleted || TriggerType == EffectTriggerType.None)
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return;
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if (trigger is Mobile mobile && mobile.Hidden && mobile.AccessLevel > AccessLevel.Player)
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return;
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if (SoundID > 0)
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Timer.DelayCall(SoundDelay, PlaySound, trigger);
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if (Sequence != null)
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Timer.DelayCall(TriggerDelay, Sequence.DoEffect, trigger);
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if (EffectType != ECEffectType.None)
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Timer.DelayCall(EffectDelay, InternalDoEffect, trigger);
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}
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public void InternalDoEffect(IEntity trigger)
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{
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IEntity from = m_Source, to = m_Target;
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if (from == null)
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from = trigger;
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if (to == null)
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to = trigger;
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switch (EffectType)
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{
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case ECEffectType.Lightning:
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{
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Effects.SendBoltEffect(from, false);
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break;
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}
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case ECEffectType.Location:
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{
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Effects.SendLocationParticles(EffectItem.Create(from.Location, from.Map, EffectItem.DefaultDuration),
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EffectItemID, Speed, Duration, EffectHue, RenderMode, ParticleEffect, Unknown);
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break;
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}
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case ECEffectType.Moving:
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{
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if (from == this)
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from = EffectItem.Create(from.Location, from.Map, EffectItem.DefaultDuration);
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if (to == this)
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to = EffectItem.Create(to.Location, to.Map, EffectItem.DefaultDuration);
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Effects.SendMovingParticles(from, to, EffectItemID, Speed, Duration, FixedDirection, Explodes, EffectHue,
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RenderMode, ParticleEffect, ExplodeParticleEffect, ExplodeSound, EffectLayer, Unknown);
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break;
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}
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case ECEffectType.Target:
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{
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Effects.SendTargetParticles(from, EffectItemID, Speed, Duration, EffectHue, RenderMode, ParticleEffect,
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EffectLayer, Unknown);
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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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