336 lines
7.8 KiB
C#
336 lines
7.8 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using Server.Network;
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namespace Server.Items
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{
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[FlippableAttribute( 0x100A/*East*/, 0x100B/*South*/ )]
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public class ArcheryButte : AddonComponent
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{
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[CommandProperty( AccessLevel.GameMaster )]
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public double MinSkill { get; set; }
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[CommandProperty( AccessLevel.GameMaster )]
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public double MaxSkill { get; set; }
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[CommandProperty( AccessLevel.GameMaster )]
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public DateTime LastUse { get; set; }
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[CommandProperty( AccessLevel.GameMaster )]
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public bool FacingEast
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{
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get => ( ItemID == 0x100A );
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set => ItemID = value ? 0x100A : 0x100B;
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public int Arrows { get; set; }
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[CommandProperty( AccessLevel.GameMaster )]
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public int Bolts { get; set; }
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[Constructible]
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public ArcheryButte() : this( 0x100A )
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{
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}
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public ArcheryButte( int itemID ) : base( itemID )
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{
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MinSkill = -25.0;
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MaxSkill = +25.0;
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}
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public ArcheryButte( Serial serial ) : base( serial )
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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 ( (Arrows > 0 || Bolts > 0) && from.InRange( GetWorldLocation(), 1 ) )
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Gather( from );
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else
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Fire( from );
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}
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public void Gather( Mobile from )
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{
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from.LocalOverheadMessage( MessageType.Regular, 0x3B2, 500592 ); // You gather the arrows and bolts.
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if ( Arrows > 0 )
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from.AddToBackpack( new Arrow( Arrows ) );
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if ( Bolts > 0 )
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from.AddToBackpack( new Bolt( Bolts ) );
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Arrows = 0;
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Bolts = 0;
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m_Entries = null;
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}
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private static TimeSpan UseDelay = TimeSpan.FromSeconds( 2.0 );
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private class ScoreEntry
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{
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public int Total { get; set; }
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public int Count { get; set; }
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public void Record( int score )
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{
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Total += score;
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Count += 1;
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}
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public ScoreEntry()
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{
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}
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}
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private Dictionary<Mobile, ScoreEntry> m_Entries;
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private ScoreEntry GetEntryFor( Mobile from )
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{
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if ( m_Entries == null )
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m_Entries = new Dictionary<Mobile, ScoreEntry>();
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if (!m_Entries.TryGetValue(from, out ScoreEntry e))
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m_Entries[from] = e = new ScoreEntry();
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return e;
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}
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public void Fire( Mobile from )
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{
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if ( !(from.Weapon is BaseRanged bow) )
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{
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SendLocalizedMessageTo( from, 500593 ); // You must practice with ranged weapons on this.
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return;
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}
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if ( DateTime.UtcNow < (LastUse + UseDelay) )
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return;
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Point3D worldLoc = GetWorldLocation();
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if ( FacingEast ? from.X <= worldLoc.X : from.Y <= worldLoc.Y )
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{
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from.LocalOverheadMessage( MessageType.Regular, 0x3B2, 500596 ); // You would do better to stand in front of the archery butte.
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return;
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}
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if ( FacingEast ? from.Y != worldLoc.Y : from.X != worldLoc.X )
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{
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from.LocalOverheadMessage( MessageType.Regular, 0x3B2, 500597 ); // You aren't properly lined up with the archery butte to get an accurate shot.
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return;
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}
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if ( !from.InRange( worldLoc, 6 ) )
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{
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from.LocalOverheadMessage( MessageType.Regular, 0x3B2, 500598 ); // You are too far away from the archery butte to get an accurate shot.
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return;
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}
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if ( from.InRange( worldLoc, 4 ) )
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{
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from.LocalOverheadMessage( MessageType.Regular, 0x3B2, 500599 ); // You are too close to the target.
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return;
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}
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Container pack = from.Backpack;
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Type ammoType = bow.AmmoType;
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bool isArrow = ( ammoType == typeof( Arrow ) );
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bool isBolt = ( ammoType == typeof( Bolt ) );
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bool isKnown = ( isArrow || isBolt );
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if ( pack == null || !pack.ConsumeTotal( ammoType, 1 ) )
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{
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if ( isArrow )
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from.LocalOverheadMessage( MessageType.Regular, 0x3B2, 500594 ); // You do not have any arrows with which to practice.
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else if ( isBolt )
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from.LocalOverheadMessage( MessageType.Regular, 0x3B2, 500595 ); // You do not have any crossbow bolts with which to practice.
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else
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SendLocalizedMessageTo( from, 500593 ); // You must practice with ranged weapons on this.
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return;
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}
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LastUse = DateTime.UtcNow;
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from.Direction = from.GetDirectionTo( GetWorldLocation() );
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bow.PlaySwingAnimation( from );
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from.MovingEffect( this, bow.EffectID, 18, 1, false, false );
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ScoreEntry se = GetEntryFor( from );
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if ( !from.CheckSkill( bow.Skill, MinSkill, MaxSkill ) )
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{
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from.PlaySound( bow.MissSound );
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PublicOverheadMessage( MessageType.Regular, 0x3B2, 500604, from.Name ); // You miss the target altogether.
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se.Record( 0 );
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if ( se.Count == 1 )
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PublicOverheadMessage( MessageType.Regular, 0x3B2, 1062719, se.Total.ToString() );
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else
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PublicOverheadMessage( MessageType.Regular, 0x3B2, 1042683, $"{se.Total}\t{se.Count}");
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return;
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}
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Effects.PlaySound( Location, Map, 0x2B1 );
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double rand = Utility.RandomDouble();
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int area, score, splitScore;
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if ( 0.10 > rand )
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{
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area = 0; // bullseye
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score = 50;
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splitScore = 100;
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}
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else if ( 0.25 > rand )
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{
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area = 1; // inner ring
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score = 10;
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splitScore = 20;
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}
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else if ( 0.50 > rand )
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{
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area = 2; // middle ring
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score = 5;
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splitScore = 15;
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}
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else
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{
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area = 3; // outer ring
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score = 2;
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splitScore = 5;
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}
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bool split = ( isKnown && ((Arrows + Bolts) * 0.02) > Utility.RandomDouble() );
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if ( split )
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{
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PublicOverheadMessage( MessageType.Regular, 0x3B2, 1010027 + area,
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$"{from.Name}\t{(isArrow ? "arrow" : "bolt")}");
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}
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else
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{
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PublicOverheadMessage( MessageType.Regular, 0x3B2, 1010035 + area, from.Name );
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if ( isArrow )
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++Arrows;
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else if ( isBolt )
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++Bolts;
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}
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se.Record( split ? splitScore : score );
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if ( se.Count == 1 )
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PublicOverheadMessage( MessageType.Regular, 0x3B2, 1062719, se.Total.ToString() );
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else
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PublicOverheadMessage( MessageType.Regular, 0x3B2, 1042683, $"{se.Total}\t{se.Count}");
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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 );
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writer.Write( MinSkill );
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writer.Write( MaxSkill );
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writer.Write( Arrows );
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writer.Write( Bolts );
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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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MinSkill = reader.ReadDouble();
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MaxSkill = reader.ReadDouble();
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Arrows = reader.ReadInt();
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Bolts = reader.ReadInt();
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if ( MinSkill == 0.0 && MaxSkill == 30.0 )
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{
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MinSkill = -25.0;
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MaxSkill = +25.0;
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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 class ArcheryButteAddon : BaseAddon
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{
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public override BaseAddonDeed Deed => new ArcheryButteDeed();
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[Constructible]
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public ArcheryButteAddon()
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{
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AddComponent( new ArcheryButte( 0x100A ), 0, 0, 0 );
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}
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public ArcheryButteAddon( 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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}
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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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}
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}
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public class ArcheryButteDeed : BaseAddonDeed
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{
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public override BaseAddon Addon => new ArcheryButteAddon();
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public override int LabelNumber => 1024106; // archery butte
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[Constructible]
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public ArcheryButteDeed()
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{
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}
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public ArcheryButteDeed( 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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}
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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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}
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}
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}
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