### Summary Container enumeration is in dire need of optimization. Thanks to @stefanomerotta for initiating this work with PR #1443. This PR handles a small part of what Stefan started. Also included are some bug fixes. ### Method Signatures ```cs // Use with foreach without moving/deleting items FindItemsByTypeEnumerator<T> FindItemsByType<T>(bool recurse = true, Predicate<T> predicate = null) // Use with foreach when moving/deleting items QueuedItemsEnumerator<T> EnumerateItemsByType<T>(bool recurse = true, Predicate<T> predicate = null) // Use when iterating multiple times or queuing PooledRefQueue<T> QueueItemsByType<T>(bool recurse = true, Predicate<T> predicate = null) // Use when iterating multiples times or manipulating elements without traversing PooledRefList<T> ListItemsByType<T>(bool recurse = true, Predicate<T> predicate = null) ``` * `FindItemsByType<T>` has changed from returning `List<T>` to `FindItemsByTypeEnumerator<T>` - This method is not safe to use in situations where an item may get consumed, deleted, or moved. * `EnumerateItemsByType<T>` was added as a safe way to iterate and manipulate items. * **Note**: EnumerateItemsByType will _completely traverse the container_ before iteration starts because it uses `QueueItemsByType` under the hood. * `QueueItemsByType<T>` and `ListItemsByType<T>` was added to return a queue or list of items to iterate multiple times and manipulate the items. This isn't the most efficient since it uses a predicate and can result in 2 or 3 total iterations unnecessarily. ### Bug Fixes - [X] Fishing had an error in the random check that may have caused slight bias.
229 lines
7.3 KiB
C#
229 lines
7.3 KiB
C#
using System;
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using ModernUO.Serialization;
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using Server.Factions;
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using Server.Items;
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using Server.Misc;
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using Server.Mobiles;
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namespace Server.Spells.Seventh
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{
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public partial class GateTravelSpell : MagerySpell, IRecallSpell
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{
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private static readonly SpellInfo _info = new(
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"Gate Travel",
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"Vas Rel Por",
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263,
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9032,
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Reagent.BlackPearl,
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Reagent.MandrakeRoot,
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Reagent.SulfurousAsh
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);
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private readonly RunebookEntry m_Entry;
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public GateTravelSpell(Mobile caster, Item scroll) : base(caster, scroll, _info)
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{
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}
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public GateTravelSpell(Mobile caster, RunebookEntry entry = null, Item scroll = null) :
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base(caster, scroll, _info) => m_Entry = entry;
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public override SpellCircle Circle => SpellCircle.Seventh;
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public void Effect(Point3D loc, Map map, bool checkMulti)
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{
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if (Sigil.ExistsOn(Caster))
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{
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Caster.SendLocalizedMessage(1061632); // You can't do that while carrying the sigil.
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}
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else if (map == null || !Core.AOS && Caster.Map != map)
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{
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Caster.SendLocalizedMessage(1005570); // You can not gate to another facet.
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}
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else if (!SpellHelper.CheckTravel(Caster, TravelCheckType.GateFrom, out var failureMessage))
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{
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failureMessage.SendMessageTo(Caster);
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}
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else if (!SpellHelper.CheckTravel(Caster, map, loc, TravelCheckType.GateTo, out failureMessage))
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{
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failureMessage.SendMessageTo(Caster);
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}
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else if (map == Map.Felucca && Caster is PlayerMobile mobile && mobile.Young)
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{
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mobile.SendLocalizedMessage(1049543); // You decide against traveling to Felucca while you are still young.
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}
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else if (Caster.Kills >= 5 && map != Map.Felucca)
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{
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Caster.SendLocalizedMessage(1019004); // You are not allowed to travel there.
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}
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else if (Caster.Criminal)
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{
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Caster.SendLocalizedMessage(1005561, "", 0x22); // Thou'rt a criminal and cannot escape so easily.
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}
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else if (SpellHelper.CheckCombat(Caster))
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{
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Caster.SendLocalizedMessage(1005564, "", 0x22); // Wouldst thou flee during the heat of battle??
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}
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else if (!map.CanSpawnMobile(loc.X, loc.Y, loc.Z))
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{
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Caster.SendLocalizedMessage(501942); // That location is blocked.
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}
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else if (checkMulti && SpellHelper.CheckMulti(loc, map))
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{
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Caster.SendLocalizedMessage(501942); // That location is blocked.
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}
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// SE restricted stacking gates
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else if (Core.SE && (GateExistsAt(map, loc) || GateExistsAt(Caster.Map, Caster.Location)))
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{
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Caster.SendLocalizedMessage(1071242); // There is already a gate there.
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}
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else if (CheckSequence())
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{
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Caster.SendLocalizedMessage(501024); // You open a magical gate to another location
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Effects.PlaySound(Caster.Location, Caster.Map, 0x20E);
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var firstGate = new InternalItem(loc, map);
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firstGate.MoveToWorld(Caster.Location, Caster.Map);
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Effects.PlaySound(loc, map, 0x20E);
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var secondGate = new InternalItem(Caster.Location, Caster.Map);
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secondGate.MoveToWorld(loc, map);
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firstGate.LinkedGate = secondGate;
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secondGate.LinkedGate = firstGate;
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}
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FinishSequence();
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}
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public override void OnCast()
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{
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if (m_Entry == null)
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{
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Caster.Target = new RecallSpellTarget(this, false);
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}
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else
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{
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Effect(m_Entry.Location, m_Entry.Map, true);
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}
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}
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public override bool CheckCast()
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{
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if (Sigil.ExistsOn(Caster))
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{
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Caster.SendLocalizedMessage(1061632); // You can't do that while carrying the sigil.
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return false;
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}
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if (Caster.Criminal)
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{
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Caster.SendLocalizedMessage(1005561, "", 0x22); // Thou'rt a criminal and cannot escape so easily.
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return false;
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}
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if (SpellHelper.CheckCombat(Caster))
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{
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Caster.SendLocalizedMessage(1005564, "", 0x22); // Wouldst thou flee during the heat of battle??
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return false;
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}
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if (!SpellHelper.CheckTravel(Caster, TravelCheckType.GateFrom, out var failureMessage))
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{
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failureMessage.SendMessageTo(Caster);
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return false;
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}
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return true;
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}
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private static bool GateExistsAt(Map map, Point3D loc)
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{
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var eable = map.GetItemsInRange(loc, 0);
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foreach (var item in eable)
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{
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if (item is Moongate or PublicMoongate)
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{
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return true;
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}
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}
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return false;
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}
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[DispellableField]
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[SerializationGenerator(0)]
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private partial class InternalItem : Moongate
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{
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public InternalItem(Point3D target, Map map) : base(target, map)
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{
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Map = map;
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if (ShowFeluccaWarning && map == Map.Felucca)
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{
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ItemID = 0xDDA;
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}
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Dispellable = true;
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var t = new InternalTimer(this);
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t.Start();
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public Moongate LinkedGate { get; set; }
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public override bool ShowFeluccaWarning => Core.AOS;
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public override void UseGate(Mobile m)
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{
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if (LinkedGate?.Deleted != false)
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{
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m.SendMessage("The other gate no longer exists.");
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return;
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}
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var target = LinkedGate.Location;
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var targetMap = LinkedGate.TargetMap;
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// TODO: Add boat permissions
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// BaseBoat boat = BaseBoat.FindBoatAt(target, targetMap);
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//
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// if (boat != null && !boat.HasAccess(m))
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// {
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// m.SendLocalizedMessage(1116617); // You do not have permission to board this ship.
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// return;
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// }
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Target = target;
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TargetMap = targetMap;
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base.UseGate(m);
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}
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[AfterDeserialization(false)]
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private void AfterDeserialization()
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{
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Delete();
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}
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private class InternalTimer : Timer
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{
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private readonly Item m_Item;
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public InternalTimer(Item item) : base(TimeSpan.FromSeconds(Core.T2A ? 30.0 : 10.0))
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{
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m_Item = item;
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}
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protected override void OnTick()
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{
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m_Item.Delete();
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}
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}
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}
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}
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}
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