Pet and summon bugs found by the master-reference audit for #2592 (comments there have the full inventory). Independent of delta saves. ## Releasing a pet never finished The Release order ran two half-releases that never met: - The order handler cleared the master. That set `Controlled` to false, so `Obey` never ran again and the think-side `DoOrderRelease` (re-home, three-day delete timer, backpack drop) was dead code: a released pet kept its pack and never despawned. - The loyalty drain called `DoOrderRelease` directly, so a pet whose loyalty hit zero got the countdown and dropped its pack but kept its master and its owner's follower slots, the opposite of the code comment's intent. `DoOrderRelease` is now the whole release (targets, bonding, `SetControlMaster(null)`, re-home, delete or countdown, pack drop) and runs once, synchronously, from the handler or the loyalty drain. Summons still die on release, as before. Two tests pin both entry points: master cleared, follower slots returned, countdown running, home anchored. This is the one place the `PetOrders` / `PetOrderHandlers` split bit; the wider audit of that duplication is a separate task. ## Summon master follows the pet Transfer, stable claim, GM "obey" and Ball of Summoning copied `SummonMaster` only when `Summoned`, so a talisman summon (`Summoned` is false, `SummonMaster` set) kept its original summoner after a transfer: two different masters on one creature, with the original summoner's area spells still exempting it. They now mirror the summon master whenever it is set. Jail stabling cleared only `ControlMaster`, so a jailed talisman summon kept charging the summoner's follower slots; it now clears both, like the stable master and auto-stable already do. ## Small ones - The faction horse breeder set `Controlled`/`ControlMaster` directly; it now goes through `SetControlMaster` and tells the buyer why it refused (1049607) instead of silently deleting the horse. - `Notoriety` dereferenced `SummonMaster` on a summoned creature without a null check. ## Tests UOContent.Tests 778 green (two new).
280 lines
8.2 KiB
C#
280 lines
8.2 KiB
C#
/*************************************************************************
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* ModernUO *
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* Copyright 2019-2026 - ModernUO Development Team *
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* Email: hi@modernuo.com *
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* File: PetOrderHandlers.cs *
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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 3 of the License, or *
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* (at your option) any later version. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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************************************************************************/
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using System;
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namespace Server.Mobiles;
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public abstract partial class BaseAI
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{
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public virtual void OnCurrentOrderChanged(OrderType previous)
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{
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if (Mobile.Deleted || Mobile.ControlMaster?.Deleted != false)
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{
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return;
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}
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AITimer.Prod();
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switch (Mobile.ControlOrder)
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{
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case OrderType.None:
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{
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HandleNoOrder();
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break;
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}
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case OrderType.Come:
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{
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Mobile.SetCurrentSpeedToActive();
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break;
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}
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case OrderType.Drop:
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case OrderType.Friend:
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case OrderType.Unfriend:
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{
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break;
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}
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case OrderType.Release:
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{
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HandleReleaseOrder();
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break;
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}
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case OrderType.Stop:
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{
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// Stop is resolved into another order; it never rests as the active order.
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ResolveStop(previous);
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return;
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}
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case OrderType.Transfer:
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{
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HandleTransferOrder();
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break;
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}
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case OrderType.Stay:
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{
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HandleStayOrder();
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break;
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}
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case OrderType.Guard:
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{
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HandleGuardOrder();
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break;
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}
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case OrderType.Attack:
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{
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HandleAttackOrder();
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break;
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}
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case OrderType.Follow:
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{
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HandleFollowOrder();
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break;
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}
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case OrderType.Rename:
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{
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HandleRenameOrder();
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break;
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}
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}
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// A freshly issued standing command becomes the persistent fallback and (re)anchors
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// Home. Skipped while resuming a fallback so a resume never re-anchors. See
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// ResumePersistentOrder.
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if (!_resolvingOrder && Mobile.ControlOrder is OrderType.Stay or OrderType.Follow or OrderType.Guard)
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{
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SetPersistentOrder(Mobile.ControlOrder);
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}
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}
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// "Stop" cancels the active order, mapping to a resting order based on what the pet was
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// doing: Attack/Come/etc. -> resume the persistent command; Follow/Guard -> cancel to idle
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// (None) where it stands; Stay -> remain staying at its post.
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private void ResolveStop(OrderType previous)
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{
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_commandIssuer?.RevealingAction();
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_commandIssuer = null;
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Mobile.ControlTarget = null;
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switch (previous)
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{
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case OrderType.Stay:
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{
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_resolvingOrder = true;
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Mobile.ControlOrder = OrderType.Stay; // remain staying; anchor untouched
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_resolvingOrder = false;
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break;
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}
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case OrderType.Follow:
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case OrderType.Guard:
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{
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SetPersistentOrder(OrderType.None); // cancel standing order; anchor = current
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_resolvingOrder = true;
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Mobile.ControlOrder = OrderType.None; // idle
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_resolvingOrder = false;
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break;
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}
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default: // Attack / Come / Drop / None / etc. -> resume the standing order
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{
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ResumePersistentOrder();
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break;
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}
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}
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}
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private void HandleNoOrder()
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{
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Mobile.ControlTarget = null;
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Mobile.FocusMob = null;
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Mobile.Warmode = false;
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Mobile.Combatant = null;
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Mobile.SetCurrentSpeedToPassive();
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}
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private void HandleTransferOrder()
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{
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if (Mobile.ControlMaster?.Alive != true)
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{
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return;
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}
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_commandIssuer?.RevealingAction();
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Mobile.FocusMob = null;
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Mobile.Warmode = false;
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Mobile.Combatant = null;
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Mobile.SetCurrentSpeedToPassive();
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Mobile.PlaySound(Mobile.GetIdleSound());
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_commandIssuer = null;
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}
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private void HandleGuardOrder()
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{
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if (Mobile.ControlMaster?.Alive != true)
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{
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return;
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}
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_commandIssuer?.RevealingAction();
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Mobile.FocusMob = null;
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Mobile.Warmode = true;
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Mobile.SetCurrentSpeedToActive();
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// Resuming the persistent order must not replay the flourish.
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if (!_resolvingOrder)
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{
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Mobile.PlaySound(Mobile.GetAttackSound());
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Mobile.ControlMaster?.SendLocalizedMessage(1049671, Mobile.Name);
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// ~1_NAME~ is now guarding you.
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}
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_commandIssuer = null;
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}
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private void HandleAttackOrder()
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{
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if (Mobile.ControlMaster?.Alive != true)
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{
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return;
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}
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_commandIssuer?.RevealingAction();
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if (Mobile.ControlTarget != null &&
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!Mobile.ControlTarget.Deleted &&
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Mobile.ControlTarget.Alive)
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{
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Mobile.FocusMob = Mobile.ControlTarget;
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Mobile.Combatant = Mobile.ControlTarget;
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}
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else
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{
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Mobile.FocusMob = null;
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Mobile.Combatant = null;
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}
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Mobile.Warmode = true;
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Mobile.SetCurrentSpeedToActive();
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Mobile.PlaySound(Mobile.GetAttackSound());
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_commandIssuer = null;
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}
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private void HandleFollowOrder()
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{
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if (Mobile.ControlMaster?.Alive != true)
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{
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return;
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}
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_commandIssuer?.RevealingAction();
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Mobile.FocusMob = null;
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Mobile.Warmode = false;
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Mobile.Combatant = null;
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Mobile.SetCurrentSpeedToActive();
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Mobile.PlaySound(Mobile.GetIdleSound());
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_commandIssuer = null;
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}
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private void HandleStayOrder()
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{
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if (Mobile.ControlMaster?.Alive != true)
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{
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return;
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}
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_commandIssuer?.RevealingAction();
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Mobile.FocusMob = null;
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Mobile.Warmode = false;
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Mobile.Combatant = null;
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Mobile.SetCurrentSpeedToPassive();
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Mobile.PlaySound(Mobile.GetIdleSound());
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_commandIssuer = null;
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// Home (the stay anchor) is owned by SetPersistentOrder, not this handler.
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}
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private void HandleReleaseOrder()
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{
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if (Mobile.ControlMaster?.Alive != true)
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{
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return;
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}
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if (Mobile.Summoned)
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{
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Mobile.Kill();
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return;
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}
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if (!string.IsNullOrEmpty(Mobile.Name))
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{
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Mobile.Name = null;
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}
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_commandIssuer?.RevealingAction();
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Mobile.PlaySound(Mobile.GetIdleSound());
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DoOrderRelease();
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_commandIssuer = null;
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}
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public virtual void HandleRenameOrder()
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{
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if (Mobile.Summoned)
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{
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Mobile.ControlMaster?.SendMessage("You cannot rename a summoned creature.");
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}
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else
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{
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Mobile.ControlMaster?.SendMessage("Change name on pet health bar.");
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}
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}
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}
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