## Summary Migrates 14 ConPVP lobby/tournament gumps from legacy `Gump` to modern `DynamicGump`/`StaticGump<T>`. Layouts move into `BuildLayout(ref DynamicGumpBuilder)`, constructors become private, and validation moves into static `DisplayTo` entry points (empty-gump rule). **Per-gump base type decisions:** - `BeginGump` → `StaticGump<BeginGump>`: layout is fully fixed (no dynamic content). All other gumps below are `DynamicGump` because they bake dynamic player names, guild abbreviations, ruleset titles, arena names, tournament participant names, ladder rankings, or per-instance rule modifications. Per the cliloc/dynamic-text rule, dynamic content forces `DynamicGump`. - `ReadyGump`, `ReadyUpGump` → `DynamicGump` (per-instance participant rosters). - `AcceptDuelGump`, `AcceptTeamGump`, `ConfirmSignupGump` → `DynamicGump` (challenger/registrar/team names, dynamic rule modifications). - `PickRulesetGump`, `RulesetGump` → `DynamicGump` (ruleset titles and option labels per instance). - `ParticipantGump`, `DuelContextGump` → `DynamicGump` (player rosters/team labels). - `LadderGump` → `DynamicGump` (ladder entries: ranks, levels, guild abbrs, names, wins/losses). - `ArenaGump` → `DynamicGump` (arena names with active player names). - `PreferencesGump` → `DynamicGump` (arena name list). - `TournamentBracketGump` (~1k LOC) → `DynamicGump`. The whole gump is one type-switched view that re-renders on every button press across `Index`, `Rules_Info`, `Participant_List`, `Participant_Info`, `Round_List`, `Round_Info`, `Match_Info`, `Player_Info`. All branches bake per-instance content. **Refresh-via-this conversions (the big perf wins):** - `LadderGump`: page +/- now mutates `_page` and calls `from.SendGump(this)` instead of allocating a new `LadderGump`. - `PickRulesetGump`: ruleset apply / flavor toggle now refreshes via `this`. - `ParticipantGump`: increase/decrease team size, remove player, target failure all refresh via `this`. - `DuelContextGump`: failed-start and add-participant refresh via `this`. - `ConfirmSignupGump`: every signup-validation rejection branch in `OnResponse` and every `AddPlayer_OnTarget` rejection branch refreshes via `this` (was allocating a new gump per branch). - `TournamentBracketGump`: every navigation button (back/forward, type change, page change, drill-down) mutates `_type`/`_object`/`_list`/`_page` and refreshes via `this`. Previously each click allocated a new 1k LOC gump. All gumps are `Singleton`, use private constructors with static `DisplayTo` entry points that null-check `NetState` before allocation. External callers in `DuelContext`, `TournamentBracketItem`, `TournamentController`, `TournamentSignupItem`, and the cross-references between `AcceptDuelGump`/`ParticipantGump`/`AcceptTeamGump`/`ConfirmSignupGump` are all updated to use `DisplayTo`. Legacy `m_X` fields renamed to `_x` per coding standards.
230 lines
6.1 KiB
C#
230 lines
6.1 KiB
C#
using System;
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using System.Collections.Generic;
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using ModernUO.Serialization;
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using Server.Collections;
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using Server.Gumps;
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using Server.Network;
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namespace Server.Engines.ConPVP;
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[SerializationGenerator(0, false)]
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public partial class LadderItem : Item
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{
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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[SerializableField(0)]
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private LadderController _ladder;
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[Constructible]
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public LadderItem() : base(0x117F) => Movable = false;
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public override string DefaultName => "1v1 leaderboard";
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public override void OnDoubleClick(Mobile from)
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{
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if (from.InRange(GetWorldLocation(), 2))
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{
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var ladder = ConPVP.Ladder.Instance ?? Ladder.Ladder;
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if (ladder != null)
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{
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LadderGump.DisplayTo(from, ladder);
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}
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}
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else
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{
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from.LocalOverheadMessage(MessageType.Regular, 0x3B2, 1019045); // I can't reach that
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}
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}
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}
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public class LadderGump : DynamicGump
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{
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private readonly Ladder _ladder;
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private int _page;
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private int _columnX;
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public override bool Singleton => true;
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private LadderGump(Ladder ladder, int page) : base(50, 50)
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{
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_ladder = ladder;
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_page = page;
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}
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public static void DisplayTo(Mobile from, Ladder ladder, int page = 0)
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{
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if (from?.NetState == null || ladder == null)
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{
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return;
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}
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from.SendGump(new LadderGump(ladder, page), true);
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}
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protected override void BuildLayout(ref DynamicGumpBuilder builder)
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{
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_columnX = 12;
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builder.AddPage();
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var list = _ladder.Entries;
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var lc = Math.Min(list.Count, 150);
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var start = _page * 15;
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var end = start + 15;
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if (end > lc)
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{
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end = lc;
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}
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var ct = end - start;
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var height = 12 + 20 + ct * 20 + 23 + 12;
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builder.AddBackground(0, 0, 499, height, 0x2436);
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for (var i = start + 1; i < end; i += 2)
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{
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builder.AddImageTiled(12, 32 + (i - start) * 20, 475, 20, 0x2430);
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}
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builder.AddAlphaRegion(10, 10, 479, height - 20);
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if (_page > 0)
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{
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builder.AddButton(446, height - 12 - 2 - 16, 0x15E3, 0x15E7, 1);
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}
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else
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{
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builder.AddImage(446, height - 12 - 2 - 16, 0x2626);
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}
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if ((_page + 1) * 15 < lc)
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{
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builder.AddButton(466, height - 12 - 2 - 16, 0x15E1, 0x15E5, 2);
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}
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else
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{
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builder.AddImage(466, height - 12 - 2 - 16, 0x2622);
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}
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builder.AddHtml(
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16,
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height - 12 - 2 - 18,
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400,
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20,
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Html.Color($"Top {lc} of {list.Count:N0} duelists, page {_page + 1} of {(lc + 14) / 15}", 0xFFC000)
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);
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AddColumnHeader(ref builder, 75, "Rank");
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AddColumnHeader(ref builder, 115, "Level");
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AddColumnHeader(ref builder, 50, "Guild");
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AddColumnHeader(ref builder, 115, "Name");
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AddColumnHeader(ref builder, 60, "Wins");
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AddColumnHeader(ref builder, 60, "Losses");
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for (var i = start; i < end && i < lc; ++i)
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{
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var entry = list[i];
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var y = 32 + (i - start) * 20;
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var x = 12;
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AddBorderedText(ref builder, x, y, 75, Rank(i + 1).Center(), 0xFFFFFF);
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x += 75;
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builder.AddImage(x + 3, y + 4, 0x805);
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var xp = entry.Experience;
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var level = Ladder.GetLevel(xp);
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Ladder.GetLevelInfo(level, out var xpBase, out var xpAdvance);
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int width;
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var xpOffset = xp - xpBase;
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if (xpOffset >= xpAdvance)
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{
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width = 109; // level 50
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}
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else
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{
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width = (109 * xpOffset + xpAdvance / 2) / (xpAdvance - 1);
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}
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builder.AddImageTiled(x + 3, y + 4, width, 11, 0x806);
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AddBorderedText(ref builder, x, y, 115, Html.Center($"{level}"), 0xFFFFFF);
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x += 115;
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var mob = entry.Mobile;
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if (mob.Guild != null)
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{
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AddBorderedText(ref builder, x, y, 50, mob.Guild.Abbreviation.Center(), 0xFFFFFF);
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}
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x += 50;
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AddBorderedText(ref builder, x + 5, y, 115 - 5, mob.Name, 0xFFFFFF);
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x += 115;
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AddBorderedText(ref builder, x, y, 60, Html.Center($"{entry.Wins}"), 0xFFFFFF);
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x += 60;
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AddBorderedText(ref builder, x, y, 60, Html.Center($"{entry.Losses}"), 0xFFFFFF);
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}
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}
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public static string Rank(int num)
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{
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var numStr = num.ToString("N0");
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if (num % 100 > 10 && num % 100 < 20)
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{
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return $"{numStr}th";
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}
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return (num % 10) switch
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{
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1 => $"{numStr}st",
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2 => $"{numStr}nd",
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3 => $"{numStr}rd",
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_ => $"{numStr}th"
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};
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}
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public override void OnResponse(NetState sender, in RelayInfo info)
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{
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var from = sender.Mobile;
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if (info.ButtonID == 1 && _page > 0)
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{
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_page--;
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}
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else if (info.ButtonID == 2 && (_page + 1) * 15 < Math.Min(_ladder.Entries.Count, 150))
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{
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_page++;
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}
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from.SendGump(this); // refresh-via-this
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}
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private static void AddBorderedText(ref DynamicGumpBuilder builder, int x, int y, int width, string text, int color) =>
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AddColoredText(ref builder, x, y, width, text, color);
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private static void AddColoredText(ref DynamicGumpBuilder builder, int x, int y, int width, string text, int color) =>
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builder.AddHtml(x, y, width, 20, color == 0 ? text : text.Color(color));
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private void AddColumnHeader(ref DynamicGumpBuilder builder, int width, string name)
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{
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builder.AddBackground(_columnX, 12, width, 20, 0x242C);
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builder.AddImageTiled(_columnX + 2, 14, width - 4, 16, 0x2430);
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AddBorderedText(ref builder, _columnX, 13, width, name.Center(), 0xFFFFFF);
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_columnX += width;
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}
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}
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