* 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
275 lines
7.4 KiB
C#
275 lines
7.4 KiB
C#
using System;
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using System.Collections.Generic;
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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 enum WandEffect
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{
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Clumsiness,
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Identification,
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Healing,
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Feeblemindedness,
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Weakness,
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MagicArrow,
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Harming,
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Fireball,
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GreaterHealing,
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Lightning,
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ManaDraining
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}
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public abstract class BaseWand : BaseBashing, ITokunoDyable
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{
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private int m_Charges;
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private WandEffect m_WandEffect;
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public BaseWand(WandEffect effect, int minCharges, int maxCharges) : base(Utility.RandomList(0xDF2, 0xDF3, 0xDF4,
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0xDF5))
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{
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Weight = 1.0;
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Effect = effect;
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Charges = Utility.RandomMinMax(minCharges, maxCharges);
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Attributes.SpellChanneling = 1;
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Attributes.CastSpeed = -1;
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WeaponAttributes.MageWeapon = Utility.RandomMinMax(1, 10);
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}
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public BaseWand(Serial serial) : base(serial)
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{
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}
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public override WeaponAbility PrimaryAbility => WeaponAbility.Dismount;
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public override WeaponAbility SecondaryAbility => WeaponAbility.Disarm;
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public override int AosStrengthReq => 5;
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public override int AosMinDamage => 9;
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public override int AosMaxDamage => 11;
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public override int AosSpeed => 40;
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public override float MlSpeed => 2.75f;
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public override int OldStrengthReq => 0;
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public override int OldMinDamage => 2;
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public override int OldMaxDamage => 6;
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public override int OldSpeed => 35;
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public override int InitMinHits => 31;
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public override int InitMaxHits => 110;
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public virtual TimeSpan GetUseDelay => TimeSpan.FromSeconds(4.0);
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[CommandProperty(AccessLevel.GameMaster)]
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public WandEffect Effect
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{
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get => m_WandEffect;
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set
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{
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m_WandEffect = value;
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InvalidateProperties();
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}
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public int Charges
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{
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get => m_Charges;
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set
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{
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m_Charges = value;
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InvalidateProperties();
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}
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}
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public void ConsumeCharge(Mobile from)
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{
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--Charges;
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if (Charges == 0)
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from.SendLocalizedMessage(1019073); // This item is out of charges.
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ApplyDelayTo(from);
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}
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public virtual void ApplyDelayTo(Mobile from)
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{
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from.BeginAction<BaseWand>();
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Timer.DelayCall(GetUseDelay, ReleaseWandLock_Callback, from);
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}
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public virtual void ReleaseWandLock_Callback(Mobile state)
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{
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state.EndAction<BaseWand>();
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}
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public override void OnDoubleClick(Mobile from)
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{
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if (!from.CanBeginAction<BaseWand>())
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{
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from.SendLocalizedMessage(1070860); // You must wait a moment for the wand to recharge.
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return;
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}
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if (Parent == from)
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{
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if (Charges > 0)
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OnWandUse(from);
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else
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from.SendLocalizedMessage(1019073); // This item is out of charges.
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}
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else
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{
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from.SendLocalizedMessage(502641); // You must equip this item to use it.
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}
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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((int)m_WandEffect);
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writer.Write(m_Charges);
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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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switch (version)
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{
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case 0:
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{
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m_WandEffect = (WandEffect)reader.ReadInt();
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m_Charges = reader.ReadInt();
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break;
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}
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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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switch (m_WandEffect)
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{
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case WandEffect.Clumsiness:
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list.Add(1017326, m_Charges.ToString());
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break; // clumsiness charges: ~1_val~
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case WandEffect.Identification:
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list.Add(1017350, m_Charges.ToString());
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break; // identification charges: ~1_val~
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case WandEffect.Healing:
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list.Add(1017329, m_Charges.ToString());
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break; // healing charges: ~1_val~
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case WandEffect.Feeblemindedness:
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list.Add(1017327, m_Charges.ToString());
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break; // feeblemind charges: ~1_val~
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case WandEffect.Weakness:
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list.Add(1017328, m_Charges.ToString());
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break; // weakness charges: ~1_val~
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case WandEffect.MagicArrow:
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list.Add(1060492, m_Charges.ToString());
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break; // magic arrow charges: ~1_val~
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case WandEffect.Harming:
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list.Add(1017334, m_Charges.ToString());
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break; // harm charges: ~1_val~
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case WandEffect.Fireball:
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list.Add(1060487, m_Charges.ToString());
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break; // fireball charges: ~1_val~
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case WandEffect.GreaterHealing:
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list.Add(1017330, m_Charges.ToString());
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break; // greater healing charges: ~1_val~
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case WandEffect.Lightning:
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list.Add(1060491, m_Charges.ToString());
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break; // lightning charges: ~1_val~
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case WandEffect.ManaDraining:
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list.Add(1017339, m_Charges.ToString());
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break; // mana drain charges: ~1_val~
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}
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}
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public override void OnSingleClick(Mobile from)
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{
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List<EquipInfoAttribute> attrs = new List<EquipInfoAttribute>();
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if (DisplayLootType)
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{
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if (LootType == LootType.Blessed)
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attrs.Add(new EquipInfoAttribute(1038021)); // blessed
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else if (LootType == LootType.Cursed)
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attrs.Add(new EquipInfoAttribute(1049643)); // cursed
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}
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if (!Identified)
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{
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attrs.Add(new EquipInfoAttribute(1038000)); // Unidentified
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}
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else
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{
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var num = m_WandEffect switch
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{
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WandEffect.Clumsiness => 3002011,
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WandEffect.Identification => 1044063,
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WandEffect.Healing => 3002014,
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WandEffect.Feeblemindedness => 3002013,
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WandEffect.Weakness => 3002018,
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WandEffect.MagicArrow => 3002015,
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WandEffect.Harming => 3002022,
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WandEffect.Fireball => 3002028,
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WandEffect.GreaterHealing => 3002039,
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WandEffect.Lightning => 3002040,
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WandEffect.ManaDraining => 3002041,
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_ => 0
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};
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if (num > 0)
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attrs.Add(new EquipInfoAttribute(num, m_Charges));
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}
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int number;
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if (Name == null)
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number = 1017085;
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else
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{
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LabelTo(from, Name);
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number = 1041000;
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}
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if (attrs.Count > 0 || Crafter != null || Name == null)
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EquipmentPackets.SendDisplayEquipmentInfo(from.NetState, this, number, Crafter, false, attrs);
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}
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public void Cast(Spell spell)
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{
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bool m = Movable;
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Movable = false;
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spell.Cast();
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Movable = m;
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}
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public virtual void OnWandUse(Mobile from)
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{
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from.Target = new WandTarget(this);
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}
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public virtual void DoWandTarget(Mobile from, object o)
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{
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if (Deleted || Charges <= 0 || Parent != from || o is StaticTarget || o is LandTarget)
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return;
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if (OnWandTarget(from, o))
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ConsumeCharge(from);
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}
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public virtual bool OnWandTarget(Mobile from, object o) => true;
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}
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}
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