* 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
263 lines
6.8 KiB
C#
263 lines
6.8 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Server.Network;
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using Server.Spells;
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using Server.Targeting;
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namespace Server.Items
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{
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public abstract class BaseExplosionPotion : BasePotion
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{
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private const int ExplosionRange = 2; // How long is the blast radius?
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private static bool LeveledExplosion = false; // Should explosion potions explode other nearby potions?
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private static bool InstantExplosion = false; // Should explosion potions explode on impact?
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private static bool RelativeLocation = false; // Is the explosion target location relative for mobiles?
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private Timer m_Timer;
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public BaseExplosionPotion(PotionEffect effect) : base(0xF0D, effect)
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{
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}
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public BaseExplosionPotion(Serial serial) : base(serial)
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{
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}
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public abstract int MinDamage{ get; }
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public abstract int MaxDamage{ get; }
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public override bool RequireFreeHand => false;
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public List<Mobile> Users{ get; private set; }
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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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}
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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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}
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public virtual IEntity FindParent(Mobile from)
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{
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if (HeldBy?.Holding == this)
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return HeldBy;
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if (RootParent != null)
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return RootParent;
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if (Map == Map.Internal)
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return from;
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return this;
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}
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public override void Drink(Mobile from)
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{
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if (Core.AOS && (from.Paralyzed || from.Frozen || from.Spell?.IsCasting == true))
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{
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from.SendLocalizedMessage(1062725); // You can not use a purple potion while paralyzed.
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return;
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}
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ThrowTarget targ = from.Target as ThrowTarget;
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Stackable = false; // Scavenged explosion potions won't stack with those ones in backpack, and still will explode.
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if (targ?.Potion == this)
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return;
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from.RevealingAction();
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Users ??= new List<Mobile>();
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if (!Users.Contains(from))
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Users.Add(from);
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from.Target = new ThrowTarget(this);
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if (m_Timer == null)
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{
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from.SendLocalizedMessage(500236); // You should throw it now!
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int timer = 3;
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if (Core.ML)
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m_Timer = Timer.DelayCall(TimeSpan.FromSeconds(1.0), TimeSpan.FromSeconds(1.25), 5,
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() => Detonate_OnTick(from, timer--)); // 3.6 seconds explosion delay
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else
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m_Timer = Timer.DelayCall(TimeSpan.FromSeconds(0.75), TimeSpan.FromSeconds(1.0), 4,
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() => Detonate_OnTick(from, timer--)); // 2.6 seconds explosion delay
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}
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}
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private void Detonate_OnTick(Mobile from, int timer)
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{
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if (Deleted)
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return;
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IEntity parent = FindParent(from);
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if (timer == 0)
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{
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Point3D loc;
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Map map;
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if (parent is Item item)
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{
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loc = item.GetWorldLocation();
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map = item.Map;
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}
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else if (parent is Mobile m)
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{
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loc = m.Location;
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map = m.Map;
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}
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else
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{
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return;
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}
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Explode(from, true, loc, map);
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m_Timer = null;
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}
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else
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{
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if (parent is Item item)
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item.PublicOverheadMessage(MessageType.Regular, 0x22, false, timer.ToString());
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else if (parent is Mobile mobile)
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mobile.PublicOverheadMessage(MessageType.Regular, 0x22, false, timer.ToString());
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}
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}
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private void Reposition_OnTick(Mobile from, Point3D loc, Map map)
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{
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if (Deleted)
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return;
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if (InstantExplosion)
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Explode(from, true, loc, map);
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else
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MoveToWorld(loc, map);
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}
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public void Explode(Mobile from, bool direct, Point3D loc, Map map)
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{
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if (Deleted)
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return;
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Consume();
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for (int i = 0; Users != null && i < Users.Count; ++i)
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{
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Mobile m = Users[i];
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if (m.Target is ThrowTarget targ && targ.Potion == this)
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Target.Cancel(m);
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}
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if (map == null)
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return;
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Effects.PlaySound(loc, map, 0x307);
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Effects.SendLocationEffect(loc, map, 0x36B0, 9);
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int alchemyBonus = 0;
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if (direct)
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alchemyBonus = (int)(from.Skills.Alchemy.Value / (Core.AOS ? 5 : 10));
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IPooledEnumerable<IEntity> eable = map.GetObjectsInRange(loc, ExplosionRange, LeveledExplosion);
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int toDamage = 0;
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List<IEntity> toExplode = eable.Where(o =>
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{
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if (!(o is Mobile mobile) || from != null &&
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(!SpellHelper.ValidIndirectTarget(from, mobile) || !from.CanBeHarmful(mobile, false)))
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return o is BaseExplosionPotion && o != this;
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++toDamage;
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return true;
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}).ToList();
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eable.Free();
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int min = Scale(from, MinDamage);
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int max = Scale(from, MaxDamage);
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for (int i = 0; i < toExplode.Count; ++i)
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{
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IEntity o = toExplode[i];
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if (o is Mobile m)
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{
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from?.DoHarmful(m);
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int damage = Utility.RandomMinMax(min, max);
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damage += alchemyBonus;
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if (!Core.AOS && damage > 40)
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damage = 40;
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else if (Core.AOS && toDamage > 2)
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damage /= toDamage - 1;
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AOS.Damage(m, from, damage, 0, 100, 0, 0, 0);
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}
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else if (o is BaseExplosionPotion pot)
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{
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pot.Explode(from, false, pot.GetWorldLocation(), pot.Map);
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}
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}
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}
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private class ThrowTarget : Target
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{
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public ThrowTarget(BaseExplosionPotion potion) : base(12, true, TargetFlags.None) => Potion = potion;
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public BaseExplosionPotion Potion{ get; }
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protected override void OnTarget(Mobile from, object targeted)
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{
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if (Potion.Deleted || Potion.Map == Map.Internal)
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return;
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if (!(targeted is IPoint3D p))
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return;
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Map map = from.Map;
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if (map == null)
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return;
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SpellHelper.GetSurfaceTop(ref p);
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from.RevealingAction();
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IEntity to = new Entity(Serial.Zero, new Point3D(p), map);
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if (p is Mobile m)
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{
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if (!RelativeLocation) // explosion location = current mob location.
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p = m.Location;
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else
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to = m;
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}
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Effects.SendMovingEffect(from, to, Potion.ItemID, 7, 0, false, false, Potion.Hue);
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if (Potion.Amount > 1) Mobile.LiftItemDupe(Potion, 1);
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Potion.Internalize();
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Timer.DelayCall(TimeSpan.FromSeconds(1.0), () => Potion.Reposition_OnTick(from, new Point3D(p), map));
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}
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}
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}
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}
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