## Feature Flag System A runtime feature flag system for dynamically enabling/disabling game systems and blocking specific game elements without server restarts. ### Overview Two types of controls: 1. Feature Flags - Named boolean flags that gate entire systems (trading, PvP, vendors, housing, etc.) 2. Dynamic Blocks - Block specific gumps, items, skills, or spells by type All changes are persisted to JSON, broadcast to online staff, and bypass-able by administrators. ### Predefined Flags ``` ┌─────────────────┬──────────┬─────────────────────────────────────┐ │ Flag │ Category │ Description │ ├─────────────────┼──────────┼─────────────────────────────────────┤ │ player_trading │ Economy │ Allow secure trades between players │ ├─────────────────┼──────────┼─────────────────────────────────────┤ │ vendor_purchase │ Economy │ Allow purchasing from NPC vendors │ ├─────────────────┼──────────┼─────────────────────────────────────┤ │ vendor_sell │ Economy │ Allow selling to NPC vendors │ ├─────────────────┼──────────┼─────────────────────────────────────┤ │ player_vendors │ Economy │ Allow player vendor interactions │ ├─────────────────┼──────────┼─────────────────────────────────────┤ │ bank_access │ Economy │ Allow bank box access │ ├─────────────────┼──────────┼─────────────────────────────────────┤ │ house_placement │ Housing │ Allow new house placements │ ├─────────────────┼──────────┼─────────────────────────────────────┤ │ boat_placement │ Housing │ Allow new boat placements │ ├─────────────────┼──────────┼─────────────────────────────────────┤ │ bulk_orders │ Crafting │ Allow bulk order deeds │ ├─────────────────┼──────────┼─────────────────────────────────────┤ │ pvp_combat │ Combat │ Allow player vs player combat │ └─────────────────┴──────────┴─────────────────────────────────────┘ ``` ### Commands #### Feature Flags ``` ┌────────────────────────────────────────────────────┬───────────────────────┐ │ Command │ Description │ ├────────────────────────────────────────────────────┼───────────────────────┤ │ [FeatureFlag <key> on|off|toggle|info │ Manage a feature flag │ ├────────────────────────────────────────────────────┼───────────────────────┤ │ [FF <key> on|off │ Shorthand alias │ ├────────────────────────────────────────────────────┼───────────────────────┤ │ [FeatureFlag <key> create <category> <desc> │ Create a custom flag │ ├────────────────────────────────────────────────────┼───────────────────────┤ │ [FeatureFlag <key> delete │ Delete a custom flag │ ├────────────────────────────────────────────────────┼───────────────────────┤ │ [FeatureList [flags|gumps|items|skills|spells|all] │ List all flags/blocks │ ├────────────────────────────────────────────────────┼───────────────────────┤ │ [FeatureAdmin │ Open the admin gump │ └────────────────────────────────────────────────────┴───────────────────────┘ ``` #### Gump Blocks ``` ┌────────────────────────────────┬──────────────────────────────────────────────────────┐ │ Command │ Description │ ├────────────────────────────────┼──────────────────────────────────────────────────────┤ │ [BlockGump <typeName> [reason] │ Block a gump type from displaying │ ├────────────────────────────────┼──────────────────────────────────────────────────────┤ │ [UnblockGump <typeName> │ Remove a gump block │ ├────────────────────────────────┼──────────────────────────────────────────────────────┤ │ [ListGumps [self] │ List open gumps on a player (for finding type names) │ └────────────────────────────────┴──────────────────────────────────────────────────────┘ ``` #### Item Blocks ``` ┌────────────────────────────────────────────────┬───────────────────────────────┐ │ Command │ Description │ ├────────────────────────────────────────────────┼───────────────────────────────┤ │ [BlockItemUse <typeName|target> [reason] │ Block item use │ ├────────────────────────────────────────────────┼───────────────────────────────┤ │ [BlockItemEquip <typeName|target> [reason] │ Block item equipping │ ├────────────────────────────────────────────────┼───────────────────────────────┤ │ [BlockItemContainer <typeName|target> [reason] │ Block container access │ ├────────────────────────────────────────────────┼───────────────────────────────┤ │ [UnblockItemUse <typeName> │ Remove use block │ ├────────────────────────────────────────────────┼───────────────────────────────┤ │ [UnblockItemEquip <typeName> │ Remove equip block │ ├────────────────────────────────────────────────┼───────────────────────────────┤ │ [UnblockItemContainer <typeName> │ Remove container access block │ └────────────────────────────────────────────────┴───────────────────────────────┘ ``` Item block commands create an entry if one doesn't exist, or flip the relevant flag on an existing entry. Unblock commands only clear their specific flag -- the entry is removed when all flags (use/equip/container) are off. #### Skill & Spell Blocks ``` ┌──────────────────────────────────────┬──────────────────────┐ │ Command │ Description │ ├──────────────────────────────────────┼──────────────────────┤ │ [BlockSkill <SkillName> [reason] │ Block a skill │ ├──────────────────────────────────────┼──────────────────────┤ │ [UnblockSkill <SkillName> │ Remove a skill block │ ├──────────────────────────────────────┼──────────────────────┤ │ [BlockSpell <SpellTypeName> [reason] │ Block a spell │ ├──────────────────────────────────────┼──────────────────────┤ │ [UnblockSpell <SpellTypeName> │ Remove a spell block │ └──────────────────────────────────────┴──────────────────────┘ ``` ### Architecture - Static bool classes for hot-path checks (no dictionary lookups): ServerFeatureFlags (Server project) and ContentFeatureFlags (UOContent) - Synced automatically by FeatureFlagManager.SyncStaticFlag() when flags change - Predefined flags loaded from Distribution/Configuration/FeatureFlags/default-flags.json - Runtime state persisted to Configuration/FeatureFlags/*.json (flags, gump-blocks, item-blocks, skill-blocks, spell-blocks) - Admin gump with tabbed UI for managing all block types, per-entry PropertiesGump editing, and pagination - All staff at AccessLevel.GameMaster+ bypass dynamic blocks; AccessLevel.Administrator+ bypass feature flags ### Hook Points Hook: Player trading Location: Mobile.OpenTrade Mechanism: ServerFeatureFlags.PlayerTrading ──────────────────────────────────────── Hook: PvP combat Location: Mobile.CanBeHarmful Mechanism: ServerFeatureFlags.PvPCombat ──────────────────────────────────────── Hook: Bank access Location: BankBox.Open() Mechanism: ServerFeatureFlags.BankAccess ──────────────────────────────────────── Hook: Vendor buy/sell Location: BaseVendor Mechanism: ContentFeatureFlags.VendorPurchase/Sell ──────────────────────────────────────── Hook: Player vendors Location: PlayerVendor Mechanism: ContentFeatureFlags.PlayerVendors ──────────────────────────────────────── Hook: House placement Location: HousePlacement.Check() Mechanism: ContentFeatureFlags.HousePlacement (returns BadRegionTemp) ──────────────────────────────────────── Hook: Boat placement Location: BaseBoatDeed.OnDoubleClick/OnPlacement Mechanism: ContentFeatureFlags.BoatPlacement ──────────────────────────────────────── Hook: Bulk orders Location: SmallBOD/LargeBOD Mechanism: ContentFeatureFlags.BulkOrders ──────────────────────────────────────── Hook: Gump display Location: GumpSystem.SendGump Mechanism: FeatureFlagManager.IsGumpBlocked ──────────────────────────────────────── Hook: Item use Location: PlayerMobile.AllowItemUse Mechanism: FeatureFlagManager.IsItemUseBlocked ──────────────────────────────────────── Hook: Item equip Location: PlayerMobile.CheckEquip Mechanism: FeatureFlagManager.IsItemEquipBlocked ──────────────────────────────────────── Hook: Container access Location: BaseContainer.DisplayTo Mechanism: FeatureFlagManager.IsContainerAccessBlocked ──────────────────────────────────────── Hook: Skill use Location: PlayerMobile.AllowSkillUse Mechanism: FeatureFlagManager.IsSkillBlocked ──────────────────────────────────────── Hook: Spell casting Location: Spell.Cast / Spellbook.CastSpellRequest Mechanism: FeatureFlagManager.IsSpellBlocked
566 lines
12 KiB
C#
566 lines
12 KiB
C#
using ModernUO.Serialization;
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using Server.Collections;
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using Server.ContextMenus;
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using Server.Mobiles;
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using Server.Multis;
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using Server.Systems.FeatureFlags;
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namespace Server.Items;
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[ManualDirtyChecking]
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public abstract class BaseContainer : Container
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{
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public BaseContainer(int itemID) : base(itemID)
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{
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}
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public BaseContainer(Serial serial) : base(serial)
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{
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}
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public override int DefaultMaxWeight => IsSecure ? 0 : base.DefaultMaxWeight;
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public override void DisplayTo(Mobile to)
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{
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if (to.AccessLevel < FeatureFlagSettings.RequiredAccessLevel
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&& FeatureFlagManager.IsItemUseBlocked(GetType(), out var reason))
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{
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to.SendMessage(0x22, reason);
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return;
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}
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base.DisplayTo(to);
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}
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public override bool IsAccessibleTo(Mobile m) => BaseHouse.CheckAccessible(m, this) && base.IsAccessibleTo(m);
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public override bool CheckHold(Mobile m, Item item, bool message, bool checkItems, int plusItems, int plusWeight)
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{
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if (IsSecure && !BaseHouse.CheckHold(m, this, item, message, checkItems, plusItems, plusWeight))
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{
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return false;
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}
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return base.CheckHold(m, item, message, checkItems, plusItems, plusWeight);
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}
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public override bool CheckItemUse(Mobile from, Item item)
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{
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if (IsDecoContainer && item is BaseBook)
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{
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return true;
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}
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return base.CheckItemUse(from, item);
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}
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public override void GetContextMenuEntries(Mobile from, ref PooledRefList<ContextMenuEntry> list)
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{
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base.GetContextMenuEntries(from, ref list);
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SetSecureLevelEntry.AddTo(from, this, ref list);
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}
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public override bool TryDropItem(Mobile from, Item dropped, bool sendFullMessage)
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{
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if (!CheckHold(from, dropped, sendFullMessage, true))
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{
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return false;
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}
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var house = BaseHouse.FindHouseAt(this);
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if (house?.HasLockedDownItem(this) == true)
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{
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if (dropped is VendorRentalContract || dropped is Container container &&
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container.FindItemByType<VendorRentalContract>() != null)
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{
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from.SendLocalizedMessage(1062492); // You cannot place a rental contract in a locked down container.
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return false;
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}
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if (!house.LockDown(from, dropped, false))
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{
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return false;
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}
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}
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var list = Items;
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for (var i = 0; i < list.Count; ++i)
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{
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var item = list[i];
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if (item is not Container && item.StackWith(from, dropped, false))
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{
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return true;
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}
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}
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DropItem(dropped);
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return true;
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}
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public override bool OnDragDropInto(Mobile from, Item item, Point3D p)
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{
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if (!CheckHold(from, item, true, true))
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{
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return false;
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}
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var house = BaseHouse.FindHouseAt(this);
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if (house?.HasLockedDownItem(this) == true)
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{
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if (item is VendorRentalContract || item is Container container &&
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container.FindItemByType<VendorRentalContract>() != null)
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{
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from.SendLocalizedMessage(1062492); // You cannot place a rental contract in a locked down container.
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return false;
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}
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if (!house.LockDown(from, item, false))
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{
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return false;
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}
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}
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item.Location = new Point3D(p.X, p.Y, 0);
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AddItem(item);
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from.SendSound(GetDroppedSound(item), GetWorldLocation());
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return true;
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}
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public override void UpdateTotal(Item sender, TotalType type, int delta)
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{
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base.UpdateTotal(sender, type, delta);
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if (type == TotalType.Weight)
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{
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(RootParent as Mobile)?.InvalidateProperties();
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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.InRange(GetWorldLocation(), 2) || RootParent is PlayerVendor)
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{
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Open(from);
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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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public virtual void Open(Mobile from)
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{
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DisplayTo(from);
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}
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/* Note: base class insertion; we cannot serialize anything here */
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public override void Serialize(IGenericWriter writer)
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{
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base.Serialize(writer);
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}
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public override void Deserialize(IGenericReader reader)
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{
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base.Deserialize(reader);
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}
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}
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[SerializationGenerator(0, false)]
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public partial class CreatureBackpack : Backpack // Used on BaseCreature
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{
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[Constructible]
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public CreatureBackpack(string name)
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{
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Name = name;
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Layer = Layer.Backpack;
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Hue = 5;
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}
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public override double DefaultWeight => 3.0;
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public override void AddNameProperty(IPropertyList list)
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{
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if (Name != null)
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{
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list.Add(1075257, Name); // Contents of ~1_PETNAME~'s pack.
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}
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else
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{
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base.AddNameProperty(list);
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}
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}
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public override void OnItemRemoved(Item item)
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{
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if (Items.Count == 0)
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{
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Delete();
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}
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base.OnItemRemoved(item);
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}
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public override bool OnDragLift(Mobile from)
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{
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if (from.AccessLevel > AccessLevel.Player)
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{
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return true;
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}
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from.SendLocalizedMessage(500169); // You cannot pick that up.
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return false;
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}
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public override bool OnDragDropInto(Mobile from, Item item, Point3D p) => false;
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public override bool TryDropItem(Mobile from, Item dropped, bool sendFullMessage) => false;
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}
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[SerializationGenerator(0, false)]
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public partial class StrongBackpack : Backpack // Used on Pack animals
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{
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[Constructible]
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public StrongBackpack() => Layer = Layer.Backpack;
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public override double DefaultWeight => 13.0;
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public override int DefaultMaxWeight => 1600;
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public override bool CheckHold(Mobile m, Item item, bool message, bool checkItems, int plusItems, int plusWeight) =>
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base.CheckHold(m, item, false, checkItems, plusItems, plusWeight);
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public override bool CheckContentDisplay(Mobile from) =>
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RootParent is BaseCreature creature && creature.Controlled && creature.ControlMaster == from ||
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base.CheckContentDisplay(from);
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}
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[SerializationGenerator(0, false)]
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public partial class Backpack : BaseContainer, IDyable
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{
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[Constructible]
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public Backpack() : base(0xE75) => Layer = Layer.Backpack;
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public override double DefaultWeight => 3.0;
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public override int DefaultMaxWeight
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{
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get
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{
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if (Core.ML && Parent is Mobile m && m.Player && m.Backpack == this)
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{
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return 550;
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}
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return base.DefaultMaxWeight;
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}
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}
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public bool Dye(Mobile from, DyeTub sender)
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{
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if (Deleted)
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{
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return false;
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}
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Hue = sender.DyedHue;
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return true;
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}
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}
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[SerializationGenerator(0, false)]
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public partial class Pouch : TrappableContainer
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{
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[Constructible]
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public Pouch() : base(0xE79)
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{
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}
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public override double DefaultWeight => 1.0;
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}
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[SerializationGenerator(0, false)]
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public abstract partial class BaseBagBall : BaseContainer, IDyable
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{
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public BaseBagBall(int itemID) : base(itemID)
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{
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}
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public override double DefaultWeight => 1.0;
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public bool Dye(Mobile from, DyeTub sender)
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{
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if (Deleted)
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{
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return false;
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}
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Hue = sender.DyedHue;
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return true;
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}
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}
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[SerializationGenerator(0, false)]
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public partial class SmallBagBall : BaseBagBall
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{
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[Constructible]
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public SmallBagBall() : base(0x2256)
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{
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}
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}
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[SerializationGenerator(0, false)]
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public partial class LargeBagBall : BaseBagBall
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{
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[Constructible]
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public LargeBagBall() : base(0x2257)
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{
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}
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}
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[SerializationGenerator(0, false)]
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public partial class Bag : BaseContainer, IDyable
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{
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[Constructible]
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public Bag() : base(0xE76)
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{
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}
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public override double DefaultWeight => 2.0;
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public bool Dye(Mobile from, DyeTub sender)
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{
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if (Deleted)
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{
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return false;
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}
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Hue = sender.DyedHue;
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return true;
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}
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}
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[SerializationGenerator(0, false)]
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public partial class Barrel : BaseContainer
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{
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[Constructible]
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public Barrel() : base(0xE77)
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{
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}
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public override double DefaultWeight => 25.0;
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}
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[SerializationGenerator(0, false)]
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public partial class Keg : BaseContainer
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{
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[Constructible]
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public Keg() : base(0xE7F)
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{
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}
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public override double DefaultWeight => 15.0;
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}
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[SerializationGenerator(0, false)]
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public partial class PicnicBasket : BaseContainer
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{
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[Constructible]
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public PicnicBasket() : base(0xE7A)
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{
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}
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public override double DefaultWeight => 2.0;
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}
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[SerializationGenerator(0, false)]
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public partial class Basket : BaseContainer
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{
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[Constructible]
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public Basket() : base(0x990)
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{
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}
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public override double DefaultWeight => 1.0;
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}
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[Furniture]
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[Flippable(0x9AA, 0xE7D)]
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[SerializationGenerator(0, false)]
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public partial class WoodenBox : LockableContainer
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{
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[Constructible]
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public WoodenBox() : base(0x9AA)
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{
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}
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public override double DefaultWeight => 4.0;
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}
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[Furniture]
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[Flippable(0x9A9, 0xE7E)]
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[SerializationGenerator(0, false)]
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public partial class SmallCrate : LockableContainer
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{
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[Constructible]
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public SmallCrate() : base(0x9A9)
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{
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}
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public override double DefaultWeight => 2.0;
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}
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[Furniture]
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[Flippable(0xE3F, 0xE3E)]
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[SerializationGenerator(0, false)]
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public partial class MediumCrate : LockableContainer
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{
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[Constructible]
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public MediumCrate() : base(0xE3F)
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{
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}
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public override double DefaultWeight => 2.0;
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}
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[Furniture]
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[Flippable(0xE3D, 0xE3C)]
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[SerializationGenerator(0, false)]
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public partial class LargeCrate : LockableContainer
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{
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[Constructible]
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public LargeCrate() : base(0xE3D)
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{
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}
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public override double DefaultWeight => 1.0;
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}
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[DynamicFlipping]
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[Flippable(0x9A8, 0xE80)]
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[SerializationGenerator(0, false)]
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public partial class MetalBox : LockableContainer
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{
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[Constructible]
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public MetalBox() : base(0x9A8)
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{
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}
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}
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[DynamicFlipping]
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[Flippable(0x9AB, 0xE7C)]
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[SerializationGenerator(0, false)]
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public partial class MetalChest : LockableContainer
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{
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[Constructible]
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public MetalChest() : base(0x9AB)
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{
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}
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}
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[DynamicFlipping, Flippable(0xE41, 0xE40)]
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[SerializationGenerator(0, false)]
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public partial class MetalGoldenChest : LockableContainer
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{
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[Constructible]
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public MetalGoldenChest() : base(0xE41)
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{
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}
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}
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[Furniture]
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[Flippable(0xe43, 0xe42)]
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[SerializationGenerator(0, false)]
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public partial class WoodenChest : LockableContainer
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{
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[Constructible]
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public WoodenChest() : base(0xe43)
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{
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}
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public override double DefaultWeight => 2.0;
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}
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[Furniture]
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[Flippable(0x280B, 0x280C)]
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[SerializationGenerator(0, false)]
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public partial class PlainWoodenChest : LockableContainer
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{
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[Constructible]
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public PlainWoodenChest() : base(0x280B)
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{
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}
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}
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[Furniture]
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[Flippable(0x280D, 0x280E)]
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[SerializationGenerator(0, false)]
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public partial class OrnateWoodenChest : LockableContainer
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{
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[Constructible]
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public OrnateWoodenChest() : base(0x280D)
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{
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}
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}
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[Furniture]
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[Flippable(0x280F, 0x2810)]
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[SerializationGenerator(0, false)]
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public partial class GildedWoodenChest : LockableContainer
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{
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[Constructible]
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public GildedWoodenChest() : base(0x280F)
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{
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}
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}
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[Furniture]
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[Flippable(0x2811, 0x2812)]
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[SerializationGenerator(0, false)]
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public partial class WoodenFootLocker : LockableContainer
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{
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[Constructible]
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public WoodenFootLocker() : base(0x2811) => GumpID = 0x10B;
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}
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[Furniture]
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[Flippable(0x2813, 0x2814)]
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[SerializationGenerator(0, false)]
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public partial class FinishedWoodenChest : LockableContainer
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{
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[Constructible]
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public FinishedWoodenChest() : base(0x2813)
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{
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}
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}
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[Furniture]
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[SerializationGenerator(0)]
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[Flippable(0x2DF1, 0x2DF2)]
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public partial class RarewoodChest : LockableContainer
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{
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[Constructible]
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public RarewoodChest() : base(0x2DF1)
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{
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}
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}
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[Furniture]
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[SerializationGenerator(0)]
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[Flippable(0x2DF3, 0x2DF4)]
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public partial class DecorativeBox : LockableContainer
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{
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[Constructible]
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public DecorativeBox() : base(0x2DF4)
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{
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}
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}
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