* 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
290 lines
7.2 KiB
C#
290 lines
7.2 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Server.Items;
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using Server.Network;
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namespace Server.Multis
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{
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public class MovingCrate : Container
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{
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public static readonly int MaxItemsPerSubcontainer = 20;
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public static readonly int Rows = 3;
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public static readonly int Columns = 5;
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public static readonly int HorizontalSpacing = 25;
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public static readonly int VerticalSpacing = 25;
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private Timer m_InternalizeTimer;
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public MovingCrate(BaseHouse house) : base(0xE3D)
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{
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Hue = 0x8A5;
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Movable = false;
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House = house;
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}
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public MovingCrate(Serial serial) : base(serial)
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{
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}
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public override int LabelNumber => 1061690; // Packing Crate
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public BaseHouse House{ get; set; }
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public override int DefaultMaxItems => 0;
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public override int DefaultMaxWeight => 0;
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public override bool IsDecoContainer => false;
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/*
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public override void AddNameProperties( ObjectPropertyList list )
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{
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base.AddNameProperties( list );
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if ( House != null && House.InternalizedVendors.Count > 0 )
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list.Add( 1061833, House.InternalizedVendors.Count.ToString() ); // This packing crate contains ~1_COUNT~ vendors/barkeepers.
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}
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*/
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public override void DropItem(Item dropped)
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{
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// 1. Try to stack the item
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if (Items.Any(item => item is PackingBox && item.Items.Any(subItem => !(subItem is Container) && subItem.StackWith(null, dropped, false))))
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return;
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// 2. Try to drop the item into an existing container
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foreach (Item item in Items)
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if (item is PackingBox packingBox)
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{
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Container box = packingBox;
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List<Item> subItems = box.Items;
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if (subItems.Count < MaxItemsPerSubcontainer)
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{
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box.DropItem(dropped);
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return;
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}
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}
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// 3. Drop the item into a new container
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Container subContainer = new PackingBox();
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subContainer.DropItem(dropped);
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Point3D location = GetFreeLocation();
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if (location != Point3D.Zero)
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{
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AddItem(subContainer);
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subContainer.Location = location;
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}
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else
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{
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base.DropItem(subContainer);
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}
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}
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private Point3D GetFreeLocation()
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{
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bool[,] positions = new bool[Rows, Columns];
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foreach (Item item in Items)
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if (item is PackingBox)
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{
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int i = (item.Y - Bounds.Y) / VerticalSpacing;
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if (i < 0)
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i = 0;
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else if (i >= Rows)
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i = Rows - 1;
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int j = (item.X - Bounds.X) / HorizontalSpacing;
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if (j < 0)
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j = 0;
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else if (j >= Columns)
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j = Columns - 1;
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positions[i, j] = true;
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}
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for (int i = 0; i < Rows; i++)
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for (int j = 0; j < Columns; j++)
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if (!positions[i, j])
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{
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int x = Bounds.X + j * HorizontalSpacing;
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int y = Bounds.Y + i * VerticalSpacing;
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return new Point3D(x, y, 0);
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}
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return Point3D.Zero;
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}
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public override bool CheckHold(Mobile m, Item item, bool message, bool checkItems, int plusItems, int plusWeight)
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{
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if (m.AccessLevel < AccessLevel.GameMaster)
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{
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m.SendLocalizedMessage(1061145); // You cannot place items into a house moving crate.
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return false;
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}
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return base.CheckHold(m, item, message, checkItems, plusItems, plusWeight);
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}
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public override bool CheckLift(Mobile from, Item item, ref LRReason reject) => House?.Deleted == false && base.CheckLift(from, item, ref reject) && House.IsOwner(from);
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public override bool CheckItemUse(Mobile from, Item item) => House?.Deleted == false && base.CheckItemUse(from, item) && House.IsOwner(from);
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public override void OnItemRemoved(Item item)
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{
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base.OnItemRemoved(item);
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if (TotalItems == 0)
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Delete();
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}
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public void RestartTimer()
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{
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if (m_InternalizeTimer == null)
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{
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m_InternalizeTimer = new InternalizeTimer(this);
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m_InternalizeTimer.Start();
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}
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else
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{
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m_InternalizeTimer.Stop();
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m_InternalizeTimer.Start();
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}
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}
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public void Hide()
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{
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if (m_InternalizeTimer != null)
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{
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m_InternalizeTimer.Stop();
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m_InternalizeTimer = null;
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}
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foreach (Item item in Items.Where(item => item is PackingBox && item.Items.Count == 0))
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item.Delete();
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if (TotalItems == 0)
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Delete();
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else
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Internalize();
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}
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public override void OnAfterDelete()
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{
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base.OnAfterDelete();
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if (House?.MovingCrate == this)
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House.MovingCrate = null;
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m_InternalizeTimer?.Stop();
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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(1);
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writer.Write(House);
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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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House = reader.ReadItem() as BaseHouse;
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if (House != null)
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{
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House.MovingCrate = this;
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Timer.DelayCall(TimeSpan.Zero, Hide);
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}
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else
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{
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Timer.DelayCall(TimeSpan.Zero, Delete);
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}
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if (version == 0)
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MaxItems = -1; // reset to default
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}
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public class InternalizeTimer : Timer
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{
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private MovingCrate m_Crate;
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public InternalizeTimer(MovingCrate crate) : base(TimeSpan.FromMinutes(5.0))
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{
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m_Crate = crate;
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Priority = TimerPriority.FiveSeconds;
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}
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protected override void OnTick()
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{
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m_Crate.Hide();
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}
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}
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}
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public class PackingBox : BaseContainer
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{
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public PackingBox() : base(0x9A8) => Movable = false;
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public PackingBox(Serial serial) : base(serial)
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{
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}
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public override int LabelNumber => 1061690; // Packing Crate
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public override int DefaultGumpID => 0x4B;
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public override int DefaultDropSound => 0x42;
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public override Rectangle2D Bounds => new Rectangle2D(16, 51, 168, 73);
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public override int DefaultMaxItems => 0;
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public override int DefaultMaxWeight => 0;
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public override void SendCantStoreMessage(Mobile to, Item item)
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{
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to.SendLocalizedMessage(1061145); // You cannot place items into a house moving crate.
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}
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public override void OnItemRemoved(Item item)
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{
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base.OnItemRemoved(item);
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if (item.GetBounce() == null && TotalItems == 0)
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Delete();
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}
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public override void OnItemBounceCleared(Item item)
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{
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base.OnItemBounceCleared(item);
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if (TotalItems == 0)
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Delete();
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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(1); // 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.ReadEncodedInt();
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if (version == 0)
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MaxItems = -1; // reset to default
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}
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}
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}
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