* 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
255 lines
5.7 KiB
C#
255 lines
5.7 KiB
C#
using Server.Engines.VeteranRewards;
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using Server.Gumps;
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using Server.Multis;
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using Server.Network;
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namespace Server.Items
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{
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public class RewardBrazier : Item, IRewardItem
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{
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private static int[] m_Art =
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{
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0x19AA, 0x19BB
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};
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private Item m_Fire;
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private bool m_IsRewardItem;
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[Constructible]
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public RewardBrazier() : this(Utility.RandomList(m_Art))
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{
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}
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[Constructible]
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public RewardBrazier(int itemID) : base(itemID)
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{
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LootType = LootType.Blessed;
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Weight = 10.0;
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}
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public RewardBrazier(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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[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 OnDelete()
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{
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TurnOff();
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base.OnDelete();
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}
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public void TurnOff()
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{
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if (m_Fire != null)
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{
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m_Fire.Delete();
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m_Fire = null;
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}
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}
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public void TurnOn()
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{
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m_Fire ??= new Item();
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m_Fire.ItemID = 0x19AB;
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m_Fire.Movable = false;
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m_Fire.MoveToWorld(new Point3D(X, Y, Z + ItemData.Height + 2), Map);
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}
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public override void OnDoubleClick(Mobile from)
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{
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if (!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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}
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else if (IsLockedDown)
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{
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BaseHouse house = BaseHouse.FindHouseAt(from);
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if (house?.IsCoOwner(from) == true)
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{
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if (m_Fire != null)
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TurnOff();
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else
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TurnOn();
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}
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else
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{
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from.SendLocalizedMessage(502436); // That is not accessible.
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}
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}
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else
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{
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from.SendLocalizedMessage(502692); // This must be in a house and be locked down to work.
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}
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}
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public override void OnLocationChange(Point3D old)
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{
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m_Fire?.MoveToWorld(new Point3D(X, Y, Z + ItemData.Height), Map);
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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(1076222); // 6th 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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writer.Write(m_Fire);
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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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m_Fire = reader.ReadItem();
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}
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}
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public class RewardBrazierDeed : Item, IRewardItem
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{
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private bool m_IsRewardItem;
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[Constructible]
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public RewardBrazierDeed() : base(0x14F0)
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{
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LootType = LootType.Blessed;
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Weight = 1.0;
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}
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public RewardBrazierDeed(Serial serial) : base(serial)
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{
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}
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public override int LabelNumber => 1080527; // Brazier Deed
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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 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<InternalGump>();
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from.SendGump(new InternalGump(this));
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}
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else
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{
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from.SendLocalizedMessage(1042038); // You must have the object in your backpack to use it.
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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(1076222); // 6th 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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private class InternalGump : Gump
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{
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private RewardBrazierDeed m_Brazier;
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public InternalGump(RewardBrazierDeed brazier) : base(100, 200)
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{
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m_Brazier = brazier;
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Closable = true;
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Disposable = true;
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Draggable = true;
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Resizable = false;
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AddPage(0);
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AddBackground(0, 0, 200, 200, 2600);
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AddPage(1);
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AddLabel(45, 15, 0, "Choose a Brazier:");
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AddItem(40, 75, 0x19AA);
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AddButton(55, 50, 0x845, 0x846, 0x19AA);
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AddItem(100, 75, 0x19BB);
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AddButton(115, 50, 0x845, 0x846, 0x19BB);
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}
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public override void OnResponse(NetState sender, RelayInfo info)
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{
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if (m_Brazier?.Deleted != false)
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return;
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Mobile m = sender.Mobile;
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if (info.ButtonID != 0x19AA && info.ButtonID != 0x19BB)
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return;
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RewardBrazier brazier = new RewardBrazier(info.ButtonID) { IsRewardItem = m_Brazier.IsRewardItem };
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if (!m.PlaceInBackpack(brazier))
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{
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brazier.Delete();
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m.SendLocalizedMessage(1078837); // Your backpack is full! Please make room and try again.
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}
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else
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{
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m_Brazier.Delete();
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}
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}
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}
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}
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}
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