* 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
341 lines
9 KiB
C#
341 lines
9 KiB
C#
using System;
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using System.Collections.Generic;
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using Server.ContextMenus;
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using Server.Engines.VeteranRewards;
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using Server.Gumps;
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using Server.Mobiles;
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using Server.Network;
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namespace Server.Items
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{
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public class AnkhOfSacrificeComponent : AddonComponent
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{
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public AnkhOfSacrificeComponent(int itemID) : base(itemID)
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{
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}
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public AnkhOfSacrificeComponent(Serial serial) : base(serial)
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{
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}
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public override bool ForceShowProperties => ObjectPropertyList.Enabled;
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public override int LabelNumber => 1027772; // Ankh of Sacrifice
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public override void GetContextMenuEntries(Mobile from, List<ContextMenuEntry> list)
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{
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base.GetContextMenuEntries(from, list);
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if (from is PlayerMobile mobile)
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list.Add(new LockKarmaEntry(mobile, Addon as AnkhOfSacrificeAddon));
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list.Add(new ResurrectEntry(from, Addon as AnkhOfSacrificeAddon));
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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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}
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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 static void Resurrect(PlayerMobile m, AnkhOfSacrificeAddon ankh)
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{
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if (m == null)
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{
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}
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else if (!m.InRange(ankh.GetWorldLocation(), 2))
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{
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m.SendLocalizedMessage(500446); // That is too far away.
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}
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else if (m.Alive)
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{
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m.SendLocalizedMessage(1060197); // You are not dead, and thus cannot be resurrected!
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}
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else if (m.AnkhNextUse > DateTime.UtcNow)
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{
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TimeSpan delay = m.AnkhNextUse - DateTime.UtcNow;
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if (delay.TotalMinutes > 0)
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m.SendLocalizedMessage(1079265,
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Math.Round(delay.TotalMinutes)
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.ToString()); // You must wait ~1_minutes~ minutes before you can use this item.
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else
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m.SendLocalizedMessage(1079263,
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Math.Round(delay.TotalSeconds)
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.ToString()); // You must wait ~1_seconds~ seconds before you can use this item.
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}
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else
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{
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m.CloseGump<AnkhResurrectGump>();
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m.SendGump(new AnkhResurrectGump(m, ResurrectMessage.VirtueShrine));
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}
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}
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private class ResurrectEntry : ContextMenuEntry
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{
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private AnkhOfSacrificeAddon m_Ankh;
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private Mobile m_Mobile;
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public ResurrectEntry(Mobile mobile, AnkhOfSacrificeAddon ankh) : base(6195, 2)
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{
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m_Mobile = mobile;
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m_Ankh = ankh;
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}
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public override void OnClick()
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{
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if (m_Ankh?.Deleted != false)
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return;
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Resurrect(m_Mobile as PlayerMobile, m_Ankh);
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}
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}
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private class LockKarmaEntry : ContextMenuEntry
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{
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private AnkhOfSacrificeAddon m_Ankh;
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private PlayerMobile m_Mobile;
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public LockKarmaEntry(PlayerMobile mobile, AnkhOfSacrificeAddon ankh) : base(mobile.KarmaLocked ? 6197 : 6196, 2)
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{
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m_Mobile = mobile;
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m_Ankh = ankh;
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}
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public override void OnClick()
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{
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if (!m_Mobile.InRange(m_Ankh.GetWorldLocation(), 2))
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{
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m_Mobile.SendLocalizedMessage(500446); // That is too far away.
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}
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else
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{
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m_Mobile.KarmaLocked = !m_Mobile.KarmaLocked;
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if (m_Mobile.KarmaLocked)
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m_Mobile.SendLocalizedMessage(
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1060192); // Your karma has been locked. Your karma can no longer be raised.
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else
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m_Mobile.SendLocalizedMessage(
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1060191); // Your karma has been unlocked. Your karma can be raised again.
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}
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}
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}
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private class AnkhResurrectGump : ResurrectGump
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{
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public AnkhResurrectGump(Mobile owner, ResurrectMessage msg) : base(owner, owner, msg)
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{
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}
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public override void OnResponse(NetState sender, RelayInfo info)
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{
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Mobile from = sender.Mobile;
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if (info.ButtonID == 1 || info.ButtonID == 2)
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{
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if (from.Map?.CanFit(from.Location, 16, false, false) != true)
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{
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from.SendLocalizedMessage(502391); // Thou can not be resurrected there!
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return;
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}
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if (from is PlayerMobile mobile)
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mobile.AnkhNextUse = DateTime.UtcNow + TimeSpan.FromHours(1);
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base.OnResponse(sender, info);
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}
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}
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}
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}
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public class AnkhOfSacrificeAddon : BaseAddon, IRewardItem
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{
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private bool m_IsRewardItem;
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[Constructible]
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public AnkhOfSacrificeAddon(bool east)
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{
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if (east)
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{
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AddComponent(new AnkhOfSacrificeComponent(0x1D98), 0, 0, 0);
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AddComponent(new AnkhOfSacrificeComponent(0x1D97), 0, 1, 0);
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AddComponent(new AnkhOfSacrificeComponent(0x1CD6), 1, 0, 0);
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AddComponent(new AnkhOfSacrificeComponent(0x1CD4), 1, 1, 0);
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AddComponent(new AnkhOfSacrificeComponent(0x1CD0), 2, 0, 0);
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AddComponent(new AnkhOfSacrificeComponent(0x1CCE), 2, 1, 0);
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}
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else
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{
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AddComponent(new AnkhOfSacrificeComponent(0x1E5D), 0, 0, 0);
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AddComponent(new AnkhOfSacrificeComponent(0x1E5C), 1, 0, 0);
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AddComponent(new AnkhOfSacrificeComponent(0x1CD2), 0, 1, 0);
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AddComponent(new AnkhOfSacrificeComponent(0x1CD8), 1, 1, 0);
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AddComponent(new AnkhOfSacrificeComponent(0x1CCD), 0, 2, 0);
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AddComponent(new AnkhOfSacrificeComponent(0x1CCE), 1, 2, 0);
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}
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}
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public AnkhOfSacrificeAddon(Serial serial) : base(serial)
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{
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}
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public override bool HandlesOnMovement => true;
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public override BaseAddonDeed Deed
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{
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get
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{
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AnkhOfSacrificeDeed deed = new AnkhOfSacrificeDeed();
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deed.IsRewardItem = m_IsRewardItem;
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return deed;
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}
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public bool IsRewardItem
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{
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get => m_IsRewardItem;
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set
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{
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m_IsRewardItem = value;
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InvalidateProperties();
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}
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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.Alive && Utility.InRange(Location, m.Location, 1) && !Utility.InRange(Location, oldLocation, 1))
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AnkhOfSacrificeComponent.Resurrect(m as PlayerMobile, this);
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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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writer.Write(m_IsRewardItem);
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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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m_IsRewardItem = reader.ReadBool();
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}
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}
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public class AnkhOfSacrificeDeed : BaseAddonDeed, IRewardItem, IRewardOption
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{
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private bool m_East;
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private bool m_IsRewardItem;
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[Constructible]
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public AnkhOfSacrificeDeed(bool isRewardItem = false)
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{
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LootType = LootType.Blessed;
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m_IsRewardItem = isRewardItem;
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}
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public AnkhOfSacrificeDeed(Serial serial) : base(serial)
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{
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}
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public override int LabelNumber => 1080397; // Deed For An Ankh Of Sacrifice
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public override BaseAddon Addon
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{
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get
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{
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AnkhOfSacrificeAddon addon = new AnkhOfSacrificeAddon(m_East);
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addon.IsRewardItem = m_IsRewardItem;
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return addon;
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}
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public bool IsRewardItem
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{
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get => m_IsRewardItem;
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set
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{
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m_IsRewardItem = value;
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InvalidateProperties();
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}
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}
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public void GetOptions(RewardOptionList list)
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{
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list.Add(1, 1080398); // Ankh of Sacrifice South
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list.Add(2, 1080399); // Ankh of Sacrifice East
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}
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public void OnOptionSelected(Mobile from, int option)
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{
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m_East = option switch
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{
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1 => false,
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2 => true,
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_ => m_East
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};
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if (!Deleted)
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base.OnDoubleClick(from);
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}
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public override void OnDoubleClick(Mobile from)
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{
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if (m_IsRewardItem && !RewardSystem.CheckIsUsableBy(from, this))
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return;
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if (IsChildOf(from.Backpack))
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{
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from.CloseGump<RewardOptionGump>();
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from.SendGump(new RewardOptionGump(this));
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}
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else
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{
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from.SendLocalizedMessage(1062334); // This item must be in your backpack to be used.
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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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if (m_IsRewardItem)
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list.Add(1080457); // 10th Year Veteran Reward
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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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writer.Write(m_IsRewardItem);
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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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m_IsRewardItem = reader.ReadBool();
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}
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}
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}
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