* 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
256 lines
7 KiB
C#
256 lines
7 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.Gumps;
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namespace Server.Multis
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{
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public class HouseSign : Item
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{
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public HouseSign(BaseHouse owner) : base(0xBD2)
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{
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Owner = owner;
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OriginalOwner = Owner.Owner;
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Movable = false;
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}
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public HouseSign(Serial serial) : base(serial)
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{
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}
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public BaseHouse Owner{ get; private set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public bool RestrictDecay
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{
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get => Owner?.RestrictDecay == true;
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set
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{
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if (Owner != null)
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Owner.RestrictDecay = value;
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}
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public Mobile OriginalOwner{ get; private set; }
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public override bool ForceShowProperties => ObjectPropertyList.Enabled;
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public bool GettingProperties{ get; private set; }
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public string GetName() => Name ?? "An Unnamed House";
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public override void OnAfterDelete()
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{
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base.OnAfterDelete();
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if (Owner?.Deleted == false)
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Owner.Delete();
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}
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public override void AddNameProperty(ObjectPropertyList list)
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{
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list.Add(1061638); // A House Sign
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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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list.Add(1061639, Utility.FixHtml(GetName())); // Name: ~1_NAME~
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list.Add(1061640, Owner?.Owner == null ? "nobody" : Owner.Owner.Name); // Owner: ~1_OWNER~
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if (Owner != null)
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{
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list.Add(Owner.Public ? 1061641 : 1061642); // This House is Open to the Public : This is a Private Home
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GettingProperties = true;
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DecayLevel level = Owner.DecayLevel;
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GettingProperties = false;
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if (level == DecayLevel.DemolitionPending)
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{
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list.Add(1062497); // Demolition Pending
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}
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else if (level != DecayLevel.Ageless)
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{
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if (level == DecayLevel.Collapsed)
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level = DecayLevel.IDOC;
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list.Add(1062028, $"#{1043009 + (int)level}"); // Condition: This structure is ...
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}
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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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if (Owner != null && BaseHouse.DecayEnabled && Owner.DecayPeriod != TimeSpan.Zero)
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{
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var message = Owner.DecayLevel switch
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{
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DecayLevel.Ageless => "ageless",
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DecayLevel.Fairly => "fairly worn",
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DecayLevel.Greatly => "greatly worn",
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DecayLevel.LikeNew => "like new",
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DecayLevel.Slightly => "slightly worn",
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DecayLevel.Somewhat => "somewhat worn",
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_ => "in danger of collapsing"
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};
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LabelTo(from, "This house is {0}.", message);
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}
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base.OnSingleClick(from);
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}
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public void ShowSign(Mobile m)
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{
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if (Owner != null)
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{
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if (Owner.IsFriend(m) && m.AccessLevel < AccessLevel.GameMaster)
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{
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#region Mondain's Legacy
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if (Core.ML && Owner.IsOwner(m) || !Core.ML)
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Owner.RefreshDecay();
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#endregion
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if (!Core.AOS)
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m.SendLocalizedMessage(501293); // Welcome back to the house, friend!
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}
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if (Owner.IsAosRules)
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m.SendGump(new HouseGumpAOS(HouseGumpPageAOS.Information, m, Owner));
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else
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m.SendGump(new HouseGump(m, Owner));
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}
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}
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public void ClaimGump_Callback(Mobile from, bool okay)
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{
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if (okay && Owner != null && Owner.Owner == null && Owner.DecayLevel != DecayLevel.DemolitionPending)
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{
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bool canClaim = Owner.CoOwners?.Count > 0 && Owner.IsCoOwner(from) || Owner.IsFriend(from);
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if (canClaim && !BaseHouse.HasAccountHouse(from))
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{
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Owner.Owner = from;
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Owner.LastTraded = DateTime.UtcNow;
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}
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}
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ShowSign(from);
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}
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public override void OnDoubleClick(Mobile m)
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{
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if (Owner == null)
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return;
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if (m.AccessLevel < AccessLevel.GameMaster && Owner.Owner == null &&
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Owner.DecayLevel != DecayLevel.DemolitionPending)
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{
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bool canClaim = Owner?.CoOwners.Count > 0 && Owner.IsCoOwner(m) || Owner.IsFriend(m);
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if (canClaim && !BaseHouse.HasAccountHouse(m))
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m.SendGump(new WarningGump(501036, 32512, 1049719, 32512, 420, 280, okay => ClaimGump_Callback(m, okay)));
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}
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ShowSign(m);
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}
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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 (!BaseHouse.NewVendorSystem || !from.Alive || Owner?.IsAosRules != true)
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return;
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if (Owner.AreThereAvailableVendorsFor(from))
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list.Add(new VendorsEntry(this));
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if (Owner.VendorInventories.Count > 0)
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list.Add(new ReclaimVendorInventoryEntry(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.Write(0); // version
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writer.Write(Owner);
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writer.Write(OriginalOwner);
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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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Owner = reader.ReadItem() as BaseHouse;
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OriginalOwner = reader.ReadMobile();
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break;
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}
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}
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if (Name == "a house sign")
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Name = null;
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}
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private class VendorsEntry : ContextMenuEntry
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{
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private HouseSign m_Sign;
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public VendorsEntry(HouseSign sign) : base(6211) => m_Sign = sign;
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public override void OnClick()
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{
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Mobile from = Owner.From;
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if (!from.CheckAlive() || m_Sign.Deleted || m_Sign.Owner?.AreThereAvailableVendorsFor(from) != true)
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return;
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if (from.Map != m_Sign.Map || !from.InRange(m_Sign, 5))
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from.SendLocalizedMessage(
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1062429); // You must be within five paces of the house sign to use this option.
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else
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from.SendGump(new HouseGumpAOS(HouseGumpPageAOS.Vendors, from, m_Sign.Owner));
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}
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}
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private class ReclaimVendorInventoryEntry : ContextMenuEntry
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{
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private HouseSign m_Sign;
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public ReclaimVendorInventoryEntry(HouseSign sign) : base(6213) => m_Sign = sign;
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public override void OnClick()
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{
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Mobile from = Owner.From;
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if (m_Sign.Deleted || m_Sign.Owner == null || m_Sign.Owner.VendorInventories.Count == 0 ||
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!from.CheckAlive())
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return;
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if (from.Map != m_Sign.Map || !from.InRange(m_Sign, 5))
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{
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from.SendLocalizedMessage(
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1062429); // You must be within five paces of the house sign to use this option.
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}
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else
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{
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from.CloseGump<VendorInventoryGump>();
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from.SendGump(new VendorInventoryGump(m_Sign.Owner, from));
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}
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}
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}
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}
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}
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