* 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
213 lines
5.7 KiB
C#
213 lines
5.7 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 class FireHorn : Item
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{
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[Constructible]
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public FireHorn() : base(0xFC7)
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{
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Hue = 0x466;
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Weight = 1.0;
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}
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public FireHorn(Serial serial) : base(serial)
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{
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}
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public override int LabelNumber => 1060456; // fire horn
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private bool CheckUse(Mobile from)
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{
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if (!IsAccessibleTo(from))
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return false;
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if (from.Map != Map || !from.InRange(GetWorldLocation(), 2))
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{
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from.LocalOverheadMessage(MessageType.Regular, 0x3B2, 1019045); // I can't reach that.
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return false;
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}
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if (!from.CanBeginAction<FireHorn>())
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{
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from.SendLocalizedMessage(1049615); // You must take a moment to catch your breath.
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return false;
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}
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if (from.Backpack?.GetAmount(typeof(SulfurousAsh)) >= (Core.AOS ? 4 : 15))
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return true;
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from.SendLocalizedMessage(1049617); // You do not have enough sulfurous ash.
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return false;
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}
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public override void OnDoubleClick(Mobile from)
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{
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if (CheckUse(from))
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{
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from.SendLocalizedMessage(1049620); // Select an area to incinerate.
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from.Target = new InternalTarget(this);
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}
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}
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public void Use(Mobile from, IPoint3D loc)
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{
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if (!CheckUse(from))
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return;
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from.BeginAction<FireHorn>();
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Timer.DelayCall(Core.AOS ? TimeSpan.FromSeconds(6.0) : TimeSpan.FromSeconds(12.0), EndAction, from);
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int music = from.Skills.Musicianship.Fixed;
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int sucChance = 500 + (music - 775) * 2;
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double dSucChance = sucChance / 1000.0;
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if (!from.CheckSkill(SkillName.Musicianship, dSucChance))
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{
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from.SendLocalizedMessage(1049618); // The horn emits a pathetic squeak.
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from.PlaySound(0x18A);
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return;
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}
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int sulfAsh = Core.AOS ? 4 : 15;
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from.Backpack.ConsumeUpTo(typeof(SulfurousAsh), sulfAsh);
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from.PlaySound(0x15F);
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Effects.SendMovingEffect(from, loc, from.Map, 0x36D4, 5, 0, false, true);
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IPooledEnumerable<Mobile> eable = from.Map.GetMobilesInRange(new Point3D(loc), 2);
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bool playerVsPlayer = false;
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List<Mobile> targets = eable.Where(m =>
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{
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if (from == m || !SpellHelper.ValidIndirectTarget(from, m) || !from.CanBeHarmful(m, false)
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|| Core.AOS && !from.InLOS(m))
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return false;
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playerVsPlayer |= m.Player;
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return true;
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}).ToList();
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eable.Free();
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if (targets.Count > 0)
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{
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int prov = from.Skills.Provocation.Fixed;
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int disc = from.Skills.Discordance.Fixed;
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int peace = from.Skills.Peacemaking.Fixed;
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int minDamage, maxDamage;
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if (Core.AOS)
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{
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int musicScaled = music + Math.Max(0, music - 900) * 2;
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int provScaled = prov + Math.Max(0, prov - 900) * 2;
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int discScaled = disc + Math.Max(0, disc - 900) * 2;
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int peaceScaled = peace + Math.Max(0, peace - 900) * 2;
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int weightAvg = (musicScaled + provScaled * 3 + discScaled * 3 + peaceScaled) / 80;
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int avgDamage;
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if (playerVsPlayer)
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avgDamage = weightAvg / 3;
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else
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avgDamage = weightAvg / 2;
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minDamage = avgDamage * 9 / 10;
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maxDamage = avgDamage * 10 / 9;
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}
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else
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{
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int total = prov + disc / 5 + peace / 5;
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if (playerVsPlayer)
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total /= 3;
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maxDamage = total * 2 / 30;
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minDamage = maxDamage * 7 / 10;
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}
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double damage = Utility.RandomMinMax(minDamage, maxDamage);
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if (Core.AOS && targets.Count > 1)
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damage = damage * 2 / targets.Count;
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else if (!Core.AOS)
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damage /= targets.Count;
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for (int i = 0; i < targets.Count; ++i)
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{
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Mobile m = targets[i];
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double toDeal = damage;
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if (!Core.AOS && m.CheckSkill(SkillName.MagicResist, 0.0, 120.0))
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{
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toDeal *= 0.5;
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m.SendLocalizedMessage(501783); // You feel yourself resisting magical energy.
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}
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from.DoHarmful(m);
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SpellHelper.Damage(TimeSpan.Zero, m, from, toDeal, 0, 100, 0, 0, 0);
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Effects.SendTargetEffect(m, 0x3709, 10, 30);
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}
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}
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double breakChance = Core.AOS ? 0.01 : 0.16;
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if (Utility.RandomDouble() < breakChance)
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{
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from.SendLocalizedMessage(1049619); // The fire horn crumbles in your hands.
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Delete();
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}
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}
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private static void EndAction(Mobile m)
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{
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m?.EndAction<FireHorn>();
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m?.SendLocalizedMessage(1049621); // You catch your breath.
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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.WriteEncodedInt(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.ReadEncodedInt();
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}
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private class InternalTarget : Target
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{
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private FireHorn m_Horn;
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public InternalTarget(FireHorn horn) : base(Core.AOS ? 3 : 2, true, TargetFlags.Harmful) => m_Horn = horn;
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protected override void OnTarget(Mobile from, object targeted)
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{
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if (m_Horn.Deleted)
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return;
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IPoint3D loc;
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if (targeted is Item item)
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loc = item.GetWorldLocation();
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else
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loc = targeted as IPoint3D;
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m_Horn.Use(from, loc);
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}
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}
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}
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}
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