535 lines
13 KiB
C#
535 lines
13 KiB
C#
using System;
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using System.Collections.Generic;
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using Server.Commands;
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using Server.Network;
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using Server.Targeting;
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namespace Server.Items
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{
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public abstract class BaseDoor : Item, ILockable, ITelekinesisable
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{
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private bool m_Open, m_Locked;
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private int m_OpenedID, m_OpenedSound;
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private int m_ClosedID, m_ClosedSound;
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private Point3D m_Offset;
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private BaseDoor m_Link;
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private uint m_KeyValue;
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private Timer m_Timer;
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private static Point3D[] m_Offsets = {
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new Point3D(-1, 1, 0 ),
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new Point3D( 1, 1, 0 ),
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new Point3D(-1, 0, 0 ),
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new Point3D( 1,-1, 0 ),
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new Point3D( 1, 1, 0 ),
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new Point3D( 1,-1, 0 ),
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new Point3D( 0, 0, 0 ),
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new Point3D( 0,-1, 0 ),
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new Point3D( 0, 0, 0 ),
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new Point3D( 0, 0, 0 ),
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new Point3D( 0, 0, 0 ),
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new Point3D( 0, 0, 0 )
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};
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// Called by RunUO
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public static void Initialize()
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{
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EventSink.OpenDoorMacroUsed += new OpenDoorMacroEventHandler( EventSink_OpenDoorMacroUsed );
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CommandSystem.Register( "Link", AccessLevel.GameMaster, new CommandEventHandler( Link_OnCommand ) );
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CommandSystem.Register( "ChainLink", AccessLevel.GameMaster, new CommandEventHandler( ChainLink_OnCommand ) );
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}
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[Usage( "Link" )]
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[Description( "Links two targeted doors together." )]
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private static void Link_OnCommand( CommandEventArgs e )
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{
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e.Mobile.BeginTarget( -1, false, TargetFlags.None, new TargetCallback( Link_OnFirstTarget ) );
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e.Mobile.SendMessage( "Target the first door to link." );
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}
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private static void Link_OnFirstTarget( Mobile from, object targeted )
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{
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if ( !(targeted is BaseDoor door) )
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{
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from.BeginTarget( -1, false, TargetFlags.None, new TargetCallback( Link_OnFirstTarget ) );
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from.SendMessage( "That is not a door. Try again." );
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}
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else
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{
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from.BeginTarget( -1, false, TargetFlags.None, new TargetStateCallback( Link_OnSecondTarget ), door );
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from.SendMessage( "Target the second door to link." );
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}
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}
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private static void Link_OnSecondTarget( Mobile from, object targeted, object state )
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{
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BaseDoor first = (BaseDoor)state;
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if ( !(targeted is BaseDoor second) )
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{
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from.BeginTarget( -1, false, TargetFlags.None, new TargetStateCallback( Link_OnSecondTarget ), first );
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from.SendMessage( "That is not a door. Try again." );
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}
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else
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{
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first.Link = second;
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second.Link = first;
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from.SendMessage( "The doors have been linked." );
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}
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}
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[Usage( "ChainLink" )]
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[Description( "Chain-links two or more targeted doors together." )]
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private static void ChainLink_OnCommand( CommandEventArgs e )
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{
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e.Mobile.BeginTarget( -1, false, TargetFlags.None, new TargetStateCallback( ChainLink_OnTarget ), new List<BaseDoor>() );
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e.Mobile.SendMessage( "Target the first of a sequence of doors to link." );
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}
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private static void ChainLink_OnTarget( Mobile from, object targeted, object state )
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{
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if ( !(targeted is BaseDoor door) )
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{
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from.BeginTarget( -1, false, TargetFlags.None, new TargetStateCallback( ChainLink_OnTarget ), state );
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from.SendMessage( "That is not a door. Try again." );
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}
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else
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{
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List<BaseDoor> list = (List<BaseDoor>)state;
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if ( list.Count > 0 && list[0] == door )
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{
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if ( list.Count >= 2 )
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{
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for ( int i = 0; i < list.Count; ++i )
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list[i].Link = list[(i + 1) % list.Count];
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from.SendMessage( "The chain of doors have been linked." );
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}
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else
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{
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from.BeginTarget( -1, false, TargetFlags.None, new TargetStateCallback( ChainLink_OnTarget ), state );
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from.SendMessage( "You have not yet targeted two unique doors. Target the second door to link." );
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}
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}
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else if ( list.Contains( door ) )
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{
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from.BeginTarget( -1, false, TargetFlags.None, new TargetStateCallback( ChainLink_OnTarget ), state );
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from.SendMessage( "You have already targeted that door. Target another door, or retarget the first door to complete the chain." );
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}
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else
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{
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list.Add( door );
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from.BeginTarget( -1, false, TargetFlags.None, new TargetStateCallback( ChainLink_OnTarget ), state );
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if ( list.Count == 1 )
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from.SendMessage( "Target the second door to link." );
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else
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from.SendMessage( "Target another door to link. To complete the chain, retarget the first door." );
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}
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}
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}
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private static void EventSink_OpenDoorMacroUsed( OpenDoorMacroEventArgs args )
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{
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Mobile m = args.Mobile;
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if ( m.Map != null )
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{
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int x = m.X, y = m.Y;
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switch ( m.Direction & Direction.Mask )
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{
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case Direction.North: --y; break;
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case Direction.Right: ++x; --y; break;
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case Direction.East: ++x; break;
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case Direction.Down: ++x; ++y; break;
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case Direction.South: ++y; break;
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case Direction.Left: --x; ++y; break;
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case Direction.West: --x; break;
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case Direction.Up: --x; --y; break;
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}
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Sector sector = m.Map.GetSector( x, y );
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foreach ( Item item in sector.Items )
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{
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if ( item.Location.X == x && item.Location.Y == y && (item.Z + item.ItemData.Height) > m.Z && (m.Z + 16) > item.Z && item is BaseDoor && m.CanSee( item ) && m.InLOS( item ) )
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{
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if ( m.CheckAlive() )
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{
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m.SendLocalizedMessage( 500024 ); // Opening door...
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item.OnDoubleClick( m );
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}
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break;
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}
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}
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}
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}
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public static Point3D GetOffset( DoorFacing facing )
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{
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return m_Offsets[(int)facing];
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}
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private class InternalTimer : Timer
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{
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private BaseDoor m_Door;
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public InternalTimer( BaseDoor door ) : base( TimeSpan.FromSeconds( 20.0 ), TimeSpan.FromSeconds( 10.0 ) )
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{
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Priority = TimerPriority.OneSecond;
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m_Door = door;
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}
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protected override void OnTick()
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{
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if ( m_Door.Open && m_Door.IsFreeToClose() )
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m_Door.Open = false;
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}
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public bool Locked
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{
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get => m_Locked;
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set => m_Locked = value;
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public uint KeyValue
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{
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get => m_KeyValue;
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set => m_KeyValue = value;
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public bool Open
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{
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get => m_Open;
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set
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{
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if ( m_Open != value )
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{
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m_Open = value;
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ItemID = m_Open ? m_OpenedID : m_ClosedID;
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if ( m_Open )
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Location = new Point3D( X + m_Offset.X, Y + m_Offset.Y, Z + m_Offset.Z );
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else
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Location = new Point3D( X - m_Offset.X, Y - m_Offset.Y, Z - m_Offset.Z );
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Effects.PlaySound( this, Map, m_Open ? m_OpenedSound : m_ClosedSound );
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if ( m_Open )
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m_Timer.Start();
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else
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m_Timer.Stop();
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}
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}
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}
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public bool CanClose()
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{
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if ( !m_Open )
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return true;
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Map map = Map;
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if ( map == null )
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return false;
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Point3D p = new Point3D( X - m_Offset.X, Y - m_Offset.Y, Z - m_Offset.Z );
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return CheckFit( map, p, 16 );
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}
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private bool CheckFit( Map map, Point3D p, int height )
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{
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if ( map == Map.Internal )
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return false;
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int x = p.X;
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int y = p.Y;
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int z = p.Z;
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Sector sector = map.GetSector( x, y );
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List<Item> items = sector.Items;
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List<Mobile> mobs = sector.Mobiles;
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for ( int i = 0; i < items.Count; ++i )
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{
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Item item = items[i];
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if ( !(item is BaseMulti) && item.ItemID <= TileData.MaxItemValue && item.AtWorldPoint( x, y ) && !(item is BaseDoor) )
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{
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ItemData id = item.ItemData;
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bool surface = id.Surface;
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bool impassable = id.Impassable;
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if ( (surface || impassable) && (item.Z + id.CalcHeight) > z && (z + height) > item.Z )
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return false;
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}
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}
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for ( int i = 0; i < mobs.Count; ++i )
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{
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Mobile m = mobs[i];
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if ( m.Location.X == x && m.Location.Y == y )
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{
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if ( m.Hidden && m.AccessLevel > AccessLevel.Player )
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continue;
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if ( !m.Alive )
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continue;
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if ( (m.Z + 16) > z && (z + height) > m.Z )
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return false;
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}
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}
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return true;
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public int OpenedID
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{
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get => m_OpenedID;
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set => m_OpenedID = value;
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public int ClosedID
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{
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get => m_ClosedID;
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set => m_ClosedID = value;
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public int OpenedSound
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{
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get => m_OpenedSound;
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set => m_OpenedSound = value;
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public int ClosedSound
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{
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get => m_ClosedSound;
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set => m_ClosedSound = value;
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public Point3D Offset
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{
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get => m_Offset;
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set => m_Offset = value;
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public BaseDoor Link
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{
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get
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{
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if ( m_Link != null && m_Link.Deleted )
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m_Link = null;
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return m_Link;
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}
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set => m_Link = value;
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}
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public virtual bool UseChainedFunctionality => false;
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public List<BaseDoor> GetChain()
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{
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List<BaseDoor> list = new List<BaseDoor>();
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BaseDoor c = this;
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do
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{
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list.Add( c );
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c = c.Link;
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} while ( c != null && !list.Contains( c ) );
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return list;
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}
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public bool IsFreeToClose()
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{
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if ( !UseChainedFunctionality )
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return CanClose();
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List<BaseDoor> list = GetChain();
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bool freeToClose = true;
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for ( int i = 0; freeToClose && i < list.Count; ++i )
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freeToClose = list[i].CanClose();
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return freeToClose;
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}
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public void OnTelekinesis( Mobile from )
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{
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Effects.SendLocationParticles( EffectItem.Create( Location, Map, EffectItem.DefaultDuration ), 0x376A, 9, 32, 5022 );
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Effects.PlaySound( Location, Map, 0x1F5 );
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Use( from );
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}
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public virtual bool IsInside( Mobile from )
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{
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return false;
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}
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public virtual bool UseLocks()
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{
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return true;
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}
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public virtual void Use( Mobile from )
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{
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if ( m_Locked && !m_Open && UseLocks() )
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{
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if ( from.AccessLevel >= AccessLevel.GameMaster )
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{
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from.LocalOverheadMessage( MessageType.Regular, 0x3B2, 502502 ); // That is locked, but you open it with your godly powers.
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//from.Send( new MessageLocalized( Serial, ItemID, MessageType.Regular, 0x3B2, 3, 502502, "", "" ) ); // That is locked, but you open it with your godly powers.
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}
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else if ( Key.ContainsKey( from.Backpack, KeyValue ) )
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{
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from.LocalOverheadMessage( MessageType.Regular, 0x3B2, 501282 ); // You quickly unlock, open, and relock the door
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}
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else if ( IsInside( from ) )
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{
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from.LocalOverheadMessage( MessageType.Regular, 0x3B2, 501280 ); // That is locked, but is usable from the inside.
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}
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else
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{
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if ( Hue == 0x44E && Map == Map.Malas ) // doom door into healer room in doom
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SendLocalizedMessageTo( from, 1060014 ); // Only the dead may pass.
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else
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from.LocalOverheadMessage( MessageType.Regular, 0x3B2, 502503 ); // That is locked.
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return;
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}
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}
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if ( m_Open && !IsFreeToClose() )
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return;
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if ( m_Open )
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OnClosed( from );
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else
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OnOpened( from );
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if ( UseChainedFunctionality )
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{
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bool open = !m_Open;
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List<BaseDoor> list = GetChain();
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for ( int i = 0; i < list.Count; ++i )
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list[i].Open = open;
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}
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else
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{
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Open = !m_Open;
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BaseDoor link = Link;
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if ( m_Open && link != null && !link.Open )
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link.Open = true;
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}
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}
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public virtual void OnOpened( Mobile from )
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{
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}
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public virtual void OnClosed( Mobile from )
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{
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}
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public override void OnDoubleClick( Mobile from )
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{
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if ( from.AccessLevel == AccessLevel.Player && (/*!from.InLOS( this ) || */!from.InRange( GetWorldLocation(), 2 )) )
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from.LocalOverheadMessage( MessageType.Regular, 0x3B2, 1019045 ); // I can't reach that.
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else
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Use( from );
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}
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public BaseDoor( int closedID, int openedID, int openedSound, int closedSound, Point3D offset ) : base( closedID )
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{
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m_OpenedID = openedID;
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m_ClosedID = closedID;
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m_OpenedSound = openedSound;
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m_ClosedSound = closedSound;
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m_Offset = offset;
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m_Timer = new InternalTimer( this );
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Movable = false;
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}
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public BaseDoor( Serial serial ) : base( serial )
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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( (int) 0 ); // version
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writer.Write( m_KeyValue );
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writer.Write( m_Open );
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writer.Write( m_Locked );
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writer.Write( m_OpenedID );
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writer.Write( m_ClosedID );
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writer.Write( m_OpenedSound );
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writer.Write( m_ClosedSound );
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writer.Write( m_Offset );
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writer.Write( m_Link );
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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_KeyValue = reader.ReadUInt();
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m_Open = reader.ReadBool();
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m_Locked = reader.ReadBool();
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m_OpenedID = reader.ReadInt();
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m_ClosedID = reader.ReadInt();
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m_OpenedSound = reader.ReadInt();
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m_ClosedSound = reader.ReadInt();
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m_Offset = reader.ReadPoint3D();
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m_Link = reader.ReadItem() as BaseDoor;
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m_Timer = new InternalTimer( this );
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if ( m_Open )
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m_Timer.Start();
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break;
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}
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}
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}
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}
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}
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