* 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
238 lines
6.3 KiB
C#
238 lines
6.3 KiB
C#
using System;
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using Server.Mobiles;
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using Server.Network;
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using Server.Spells;
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namespace Server.Items
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{
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public abstract class BaseRanged : BaseMeleeWeapon
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{
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private bool m_Balanced;
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private Timer m_RecoveryTimer; // so we don't start too many timers
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private int m_Velocity;
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public BaseRanged(int itemID) : base(itemID)
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{
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}
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public BaseRanged(Serial serial) : base(serial)
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{
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}
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public abstract int EffectID{ get; }
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public abstract Type AmmoType{ get; }
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public abstract Item Ammo{ get; }
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public override int DefHitSound => 0x234;
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public override int DefMissSound => 0x238;
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public override SkillName DefSkill => SkillName.Archery;
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public override WeaponType DefType => WeaponType.Ranged;
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public override WeaponAnimation DefAnimation => WeaponAnimation.ShootXBow;
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public override SkillName AccuracySkill => SkillName.Archery;
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[CommandProperty(AccessLevel.GameMaster)]
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public bool Balanced
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{
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get => m_Balanced;
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set
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{
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m_Balanced = 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 Velocity
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{
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get => m_Velocity;
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set
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{
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m_Velocity = value;
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InvalidateProperties();
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}
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}
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public override TimeSpan OnSwing(Mobile attacker, Mobile defender)
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{
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// WeaponAbility a = WeaponAbility.GetCurrentAbility( attacker );
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// Make sure we've been standing still for .25/.5/1 second depending on Era
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if (Core.TickCount - attacker.LastMoveTime >= (Core.SE ? 250 : Core.AOS ? 500 : 1000) ||
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Core.AOS && WeaponAbility.GetCurrentAbility(attacker) is MovingShot)
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{
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bool canSwing = true;
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if (Core.AOS)
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{
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canSwing = !attacker.Paralyzed && !attacker.Frozen;
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if (canSwing)
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canSwing = !(attacker.Spell is Spell sp) || !sp.IsCasting || !sp.BlocksMovement;
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}
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#region Dueling
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if ((attacker as PlayerMobile)?.DuelContext?.CheckItemEquip(attacker, this) == false)
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canSwing = false;
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#endregion
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if (canSwing && attacker.HarmfulCheck(defender))
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{
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attacker.DisruptiveAction();
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Packets.SendSwing(attacker.NetState, attacker.Serial, defender.Serial);
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if (OnFired(attacker, defender))
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{
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if (CheckHit(attacker, defender))
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OnHit(attacker, defender);
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else
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OnMiss(attacker, defender);
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}
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}
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attacker.RevealingAction();
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return GetDelay(attacker);
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}
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attacker.RevealingAction();
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return TimeSpan.FromSeconds(0.25);
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}
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public override void OnHit(Mobile attacker, Mobile defender, double damageBonus = 1)
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{
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if (attacker.Player && !defender.Player && (defender.Body.IsAnimal || defender.Body.IsMonster) &&
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0.4 >= Utility.RandomDouble())
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defender.AddToBackpack(Ammo);
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if (Core.ML && m_Velocity > 0)
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{
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int bonus = (int)attacker.GetDistanceToSqrt(defender);
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if (bonus > 0 && m_Velocity > Utility.Random(100))
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{
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AOS.Damage(defender, attacker, bonus * 3, 100, 0, 0, 0, 0);
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if (attacker.Player)
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attacker.SendLocalizedMessage(1072794); // Your arrow hits its mark with velocity!
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if (defender.Player)
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defender.SendLocalizedMessage(1072795); // You have been hit by an arrow with velocity!
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}
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}
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base.OnHit(attacker, defender, damageBonus);
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}
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public override void OnMiss(Mobile attacker, Mobile defender)
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{
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if (attacker.Player && 0.4 >= Utility.RandomDouble())
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{
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if (Core.SE)
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{
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if (attacker is PlayerMobile pm)
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{
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Type ammo = AmmoType;
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if (pm.RecoverableAmmo.ContainsKey(ammo))
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pm.RecoverableAmmo[ammo]++;
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else
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pm.RecoverableAmmo.Add(ammo, 1);
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if (!pm.Warmode)
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{
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if (m_RecoveryTimer == null)
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m_RecoveryTimer = Timer.DelayCall(TimeSpan.FromSeconds(10), pm.RecoverAmmo);
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if (!m_RecoveryTimer.Running)
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m_RecoveryTimer.Start();
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}
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}
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}
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else
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{
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Ammo.MoveToWorld(
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new Point3D(defender.X + Utility.RandomMinMax(-1, 1), defender.Y + Utility.RandomMinMax(-1, 1),
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defender.Z), defender.Map);
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}
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}
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base.OnMiss(attacker, defender);
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}
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public virtual bool OnFired(Mobile attacker, Mobile defender)
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{
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if (attacker.Player)
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{
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BaseQuiver quiver = attacker.FindItemOnLayer(Layer.Cloak) as BaseQuiver;
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Container pack = attacker.Backpack;
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if (quiver == null || Utility.Random(100) >= quiver.LowerAmmoCost)
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{
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// consume ammo
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if (quiver?.ConsumeTotal(AmmoType) == true)
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quiver.InvalidateWeight();
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else if (pack?.ConsumeTotal(AmmoType) != true)
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return false;
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}
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else if (quiver.FindItemByType(AmmoType) == null && pack?.FindItemByType(AmmoType) == null)
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{
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// lower ammo cost should not work when we have no ammo at all
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return false;
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}
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}
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attacker.MovingEffect(defender, EffectID, 18, 1, false, false);
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return true;
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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(3); // version
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writer.Write(m_Balanced);
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writer.Write(m_Velocity);
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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 3:
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{
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m_Balanced = reader.ReadBool();
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m_Velocity = reader.ReadInt();
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goto case 2;
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}
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case 2:
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case 1:
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{
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break;
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}
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case 0:
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{
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/*m_EffectID =*/
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reader.ReadInt();
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break;
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}
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}
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if (version < 2)
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{
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WeaponAttributes.MageWeapon = 0;
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WeaponAttributes.UseBestSkill = 0;
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}
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}
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}
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}
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