* 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
294 lines
9.6 KiB
C#
294 lines
9.6 KiB
C#
/***************************************************************************
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* Effects.cs
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* -------------------
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* begin : May 1, 2002
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* copyright : (C) The RunUO Software Team
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* email : info@runuo.com
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*
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* $Id$
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*
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***************************************************************************/
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/***************************************************************************
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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***************************************************************************/
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using Server.Network;
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namespace Server
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{
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public enum EffectLayer
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{
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Head = 0,
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RightHand = 1,
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LeftHand = 2,
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Waist = 3,
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LeftFoot = 4,
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RightFoot = 5,
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CenterFeet = 7
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}
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public enum ParticleSupportType
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{
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Full,
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Detect,
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None
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}
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public static class Effects
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{
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public static ParticleSupportType ParticleSupportType{ get; set; } = ParticleSupportType.Detect;
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public static bool SendParticlesTo(NetState state) =>
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ParticleSupportType == ParticleSupportType.Full ||
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ParticleSupportType == ParticleSupportType.Detect && state.IsUOTDClient;
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public static void PlaySound(IPoint3D p, Map map, int soundId)
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{
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if (soundId <= -1)
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return;
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if (map != null)
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{
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IPooledEnumerable<NetState> eable = map.GetClientsInRange(p);
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foreach (NetState state in eable)
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{
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state.Mobile.ProcessDelta();
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Packets.SendPlaySound(state, soundId, p);
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}
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eable.Free();
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}
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}
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public static void SendBoltEffect(IEntity e, bool sound = true)
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{
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Map map = e.Map;
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if (map == null)
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return;
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e.ProcessDelta();
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IPooledEnumerable<NetState> eable = map.GetClientsInRange(e.Location);
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foreach (NetState state in eable)
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if (state.Mobile.CanSee(e))
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{
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if (SendParticlesTo(state))
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Packets.SendTargetParticleEffect(state, e, 0, 10, 5, 0, 0, 5031, 3, 0);
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Packets.SendBoltEffect(state, e);
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if (sound)
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Packets.SendPlaySound(state, 0x29, e);
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}
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eable.Free();
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}
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public static void SendLocationEffect(IPoint3D p, Map map, int itemID, int duration, int speed = 10, int hue = 0,
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int renderMode = 0)
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{
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IPooledEnumerable<NetState> eable = map.GetClientsInRange(p);
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foreach (NetState state in eable)
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{
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state.Mobile.ProcessDelta();
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Packets.SendLocationHuedEffect(state, p, itemID, speed, duration, hue, renderMode);
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}
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eable.Free();
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}
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public static void SendLocationParticles(IEntity e, int itemID, int speed, int duration, int effect)
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{
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SendLocationParticles(e, itemID, speed, duration, 0, 0, effect, 0);
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}
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public static void SendLocationParticles(IEntity e, int itemID, int speed, int duration, int effect, int unknown)
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{
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SendLocationParticles(e, itemID, speed, duration, 0, 0, effect, unknown);
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}
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public static void SendLocationParticles(IEntity e, int itemID, int speed, int duration, int hue, int renderMode,
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int effect, int unknown)
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{
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Map map = e.Map;
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if (map == null)
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return;
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IPooledEnumerable<NetState> eable = map.GetClientsInRange(e.Location);
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foreach (NetState state in eable)
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{
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state.Mobile.ProcessDelta();
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if (SendParticlesTo(state))
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Packets.SendLocationParticleEffect(state, e, itemID, speed, duration, hue,
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renderMode, effect, unknown);
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else if (itemID != 0)
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Packets.SendLocationHuedEffect(state, e, itemID, speed, duration, hue, renderMode);
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}
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eable.Free();
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}
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public static void SendTargetEffect(IEntity target, int itemID, int speed, int duration, int hue = 0, int renderMode = 0)
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{
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if (target is Mobile mobile)
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mobile.ProcessDelta();
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IPooledEnumerable<NetState> eable = target.Map.GetClientsInRange(target.Location);
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foreach (NetState state in eable)
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{
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state.Mobile.ProcessDelta();
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Packets.SendTargetHuedEffect(state, target, itemID, speed, duration, hue, renderMode);
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}
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eable.Free();
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}
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public static void SendTargetParticles(IEntity target, int itemID, int speed, int duration, int effect,
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EffectLayer layer)
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{
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SendTargetParticles(target, itemID, speed, duration, 0, 0, effect, layer, 0);
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}
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public static void SendTargetParticles(IEntity target, int itemID, int speed, int duration, int effect,
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EffectLayer layer, int unknown)
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{
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SendTargetParticles(target, itemID, speed, duration, 0, 0, effect, layer, unknown);
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}
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public static void SendTargetParticles(IEntity target, int itemID, int speed, int duration, int hue, int renderMode,
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int effect, EffectLayer layer, int unknown)
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{
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if (target is Mobile mobile)
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mobile.ProcessDelta();
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Map map = target.Map;
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if (map == null)
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return;
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IPooledEnumerable<NetState> eable = map.GetClientsInRange(target.Location);
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foreach (NetState state in eable)
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{
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state.Mobile.ProcessDelta();
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if (SendParticlesTo(state))
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Packets.SendTargetParticleEffect(state, target, itemID, speed, duration, hue,
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renderMode, effect, (int)layer, unknown);
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else if (itemID != 0)
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Packets.SendTargetHuedEffect(state, target, itemID, speed, duration, hue, renderMode);
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}
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eable.Free();
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}
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public static void SendMovingEffect(IPoint3D from, IPoint3D to, Map map, int itemID, int speed = 0, int duration = 0,
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bool fixedDirection = false, bool explodes = false, int hue = 0, int renderMode = 0)
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{
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SendMovingEffect(from, from, to, map, itemID, speed, duration, fixedDirection, explodes, hue, renderMode);
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}
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public static void SendMovingEffect(IPoint3D range, IPoint3D from, IPoint3D to, Map map, int itemID, int speed = 0, int duration = 0,
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bool fixedDirection = false, bool explodes = false, int hue = 0, int renderMode = 0)
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{
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IPooledEnumerable<NetState> eable = map.GetClientsInRange(range);
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foreach (NetState state in eable)
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{
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state.Mobile.ProcessDelta();
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Packets.SendMovingHuedEffect(state, from, to, itemID, speed, duration, fixedDirection, explodes, hue, renderMode);
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}
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eable.Free();
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}
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public static void SendMovingEffect(IEntity from, IEntity to, int itemID, int speed, int duration,
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bool fixedDirection = false, bool explodes = false, int hue = 0, int renderMode = 0)
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{
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if (from is Mobile mobile)
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mobile.ProcessDelta();
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if (to is Mobile mobile1)
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mobile1.ProcessDelta();
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IPooledEnumerable<NetState> eable = from.Map.GetClientsInRange(from.Location);
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foreach (NetState state in eable)
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{
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state.Mobile.ProcessDelta();
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Packets.SendMovingHuedEffect(state, from, to, itemID, speed, duration, fixedDirection, explodes, hue, renderMode);
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}
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eable.Free();
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}
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public static void SendMovingParticles(IEntity from, IEntity to, int itemID, int speed, int duration,
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bool fixedDirection, bool explodes, int effect, int explodeEffect, int explodeSound)
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{
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SendMovingParticles(from, to, itemID, speed, duration, fixedDirection, explodes, 0, 0, effect, explodeEffect,
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explodeSound, 0);
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}
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public static void SendMovingParticles(IEntity from, IEntity to, int itemID, int speed, int duration,
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bool fixedDirection, bool explodes, int effect, int explodeEffect, int explodeSound, int unknown)
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{
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SendMovingParticles(from, to, itemID, speed, duration, fixedDirection, explodes, 0, 0, effect, explodeEffect,
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explodeSound, unknown);
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}
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public static void SendMovingParticles(IEntity from, IEntity to, int itemID, int speed, int duration,
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bool fixedDirection, bool explodes, int hue, int renderMode, int effect, int explodeEffect, int explodeSound,
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int unknown)
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{
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SendMovingParticles(from, to, itemID, speed, duration, fixedDirection, explodes, hue, renderMode, effect,
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explodeEffect, explodeSound, (EffectLayer)255, unknown);
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}
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public static void SendMovingParticles(IEntity from, IEntity to, int itemID, int speed, int duration,
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bool fixedDirection, bool explodes, int hue, int renderMode, int effect, int explodeEffect, int explodeSound,
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EffectLayer layer, int unknown)
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{
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if (from is Mobile fromMob)
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fromMob.ProcessDelta();
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if (to is Mobile toMob)
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toMob.ProcessDelta();
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Map map = from.Map;
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if (map == null)
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return;
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IPooledEnumerable<NetState> eable = map.GetClientsInRange(from.Location);
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foreach (NetState state in eable)
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{
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state.Mobile.ProcessDelta();
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if (SendParticlesTo(state))
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Packets.SendMovingParticleEffect(state, from, to, itemID, speed, duration,
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fixedDirection, explodes, hue, renderMode, effect, explodeEffect, explodeSound, layer,
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unknown);
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else if (itemID > 1)
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Packets.SendMovingHuedEffect(state, from, to, itemID, speed, duration, fixedDirection,
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explodes, hue, renderMode);
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}
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eable.Free();
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}
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}
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}
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