## Summary Migrates 16 player-facing legacy `Gump` subclasses in the Veteran Rewards system to `DynamicGump` or `StaticGump<T>`, renames every nested `InternalGump`/`ConfirmGump` to system-prefixed names, and updates external callers to use new static `DisplayTo` entry points. ### Reward chain (Engines/Veteran Rewards) | Gump | Base type | Reasoning | |---|---|---| | `RewardNoticeGump` | `StaticGump<T>` | Fixed layout | | `RewardChoiceGump` | `DynamicGump` | Layout shape varies (per-player categories, entries, pages) | | `RewardConfirmGump` | `DynamicGump` | `entry.Name` is a dynamic cliloc per reward (cliloc rule) | | `RewardOptionGump` | `DynamicGump` | Title cliloc and per-option clilocs are dynamic (cliloc rule) | | `RewardDemolitionGump` | `DynamicGump` | `question` cliloc is dynamic per caller (cliloc rule) | ### Statue (Engines/Veteran Rewards/Character Statue Maker) | Gump | Base type | Reasoning | |---|---|---| | `CharacterStatueGump` | `DynamicGump` | Pose/Direction/Material labels are dynamic clilocs (cliloc rule) | | `CharacterPlinthGump` | `DynamicGump` | `statue.Name`, sculpted-on date, and statue-type cliloc are dynamic (cliloc rule) | ### Decorations (Items/Special/Veteran Rewards) — every `InternalGump` renamed | Original | New name | Base type | Reasoning | |---|---|---|---| | `Banner.InternalGump` | `BannerGump` | `StaticGump<T>` | Fully fixed item-id picker over `Start..End` range | | `Brazier.InternalGump` | `BrazierGump` | `StaticGump<T>` | Fixed two-item picker | | `Cannon.InternalGump` | `CannonGump` | `DynamicGump` | `keg.Validate()` value passed as `~1_CHARGES~` arg (cliloc-arg rule) | | `DecorativeShield.InternalGump` | `DecorativeShieldGump` | `StaticGump<T>` | Fixed item picker over a constant range | | `DecorativeShield.FacingGump` | `DecorativeShieldFacingGump` | `DynamicGump` | Item ids depend on instance state | | `HangingSkeleton.InternalGump` | `HangingSkeletonGump` | `StaticGump<T>` | Fixed item picker (5 hard-coded ids) | | `PottedCactus.InternalGump` | `PottedCactusGump` | `StaticGump<T>` | Fixed 6-item picker | | `StoneAnkh.InternalGump` | `StoneAnkhGump` | `StaticGump<T>` | Fixed two-direction picker | | `WallBanner.InternalGump` | `WallBannerGump` | `StaticGump<T>` | Fixed 30-banner picker across 5 pages | | `WeaponEngravingTool.InternalGump` | `WeaponEngravingToolGump` | `StaticGump<T>` | Fixed text-entry dialog | | `WeaponEngravingTool.ConfirmGump` | `WeaponEngravingToolConfirmGump` | `DynamicGump` | Layout branches on `guildmaster != null` | ### External callers updated `RewardSystem`, `CharacterStatue`, `FireFliesDeed`, `FlamingHead`, `Banner`, `DecorativeShield`, `HangingSkeleton`, `StoneAnkh` (RewardDemolitionGump callers); `AnkhOfSacrifice`, `Cannon`, `MiningCart`, `MinotaurStatue`, `TreeStump` (RewardOptionGump callers); `TinkerGuildmaster` (engraver confirm gump). The pre-existing `FacingGump` inside `Banner.cs` (already `DynamicGump`) was left as-is — it is private, nested inside `InternalTarget`, and never referenced outside.
653 lines
16 KiB
C#
653 lines
16 KiB
C#
using System;
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using System.Runtime.CompilerServices;
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using ModernUO.Serialization;
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using Server.Accounting;
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using Server.Collections;
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using Server.ContextMenus;
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using Server.Engines.VeteranRewards;
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using Server.Gumps;
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using Server.Items;
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using Server.Multis;
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using Server.Network;
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using Server.Spells;
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using Server.Targeting;
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namespace Server.Mobiles;
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public enum StatueType
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{
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Marble,
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Jade,
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Bronze
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}
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public enum StatuePose
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{
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Ready,
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Casting,
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Salute,
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AllPraiseMe,
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Fighting,
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HandsOnHips
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}
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public enum StatueMaterial
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{
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Antique,
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Dark,
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Medium,
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Light
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}
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[SerializationGenerator(1)]
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public partial class CharacterStatue : Mobile, IRewardItem
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{
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private int m_Animation;
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private int m_Frames;
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[InvalidateProperties]
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[SerializableField(3)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private string _sculptedBy;
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[SerializableField(4)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private DateTime _sculptedOn;
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[SerializableField(5)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private CharacterStatuePlinth _plinth;
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[SerializableField(6)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private bool _isRewardItem;
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public CharacterStatue(Mobile from, StatueType statueType)
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{
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_statueType = statueType;
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_pose = StatuePose.Ready;
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_material = StatueMaterial.Antique;
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Direction = Direction.South;
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AccessLevel = AccessLevel.Counselor;
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Hits = HitsMax;
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Blessed = true;
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Frozen = true;
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CloneBody(from);
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CloneClothes(from);
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InvalidateHues();
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}
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[SerializableProperty(0)]
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[CommandProperty(AccessLevel.GameMaster)]
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public StatueType StatueType
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{
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get => _statueType;
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set
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{
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_statueType = value;
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InvalidateHues();
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InvalidatePose();
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this.MarkDirty();
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}
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}
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[SerializableProperty(1)]
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[CommandProperty(AccessLevel.GameMaster)]
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public StatuePose Pose
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{
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get => _pose;
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set
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{
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_pose = value;
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InvalidatePose();
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this.MarkDirty();
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}
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}
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[SerializableProperty(2)]
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[CommandProperty(AccessLevel.GameMaster)]
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public StatueMaterial Material
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{
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get => _material;
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set
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{
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_material = value;
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InvalidateHues();
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InvalidatePose();
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this.MarkDirty();
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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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DisplayPaperdollTo(from);
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}
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public override void GetProperties(IPropertyList list)
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{
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base.GetProperties(list);
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if (!string.IsNullOrEmpty(_sculptedBy))
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{
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list.Add(1076202, _sculptedBy); // Sculpted by ~1_Name~
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}
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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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if (from.Alive && _sculptedBy != null)
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{
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var house = BaseHouse.FindHouseAt(this);
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if (house?.IsCoOwner(from) == true || from.AccessLevel > AccessLevel.Counselor)
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{
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list.Add(new DemolishEntry());
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}
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}
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}
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public override void OnAfterDelete()
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{
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base.OnAfterDelete();
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if (Plinth?.Deleted == false)
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{
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Plinth.Delete();
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}
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}
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protected override void OnMapChange(Map oldMap)
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{
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InvalidatePose();
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if (Plinth != null)
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{
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Plinth.Map = Map;
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}
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}
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protected override void OnLocationChange(Point3D oldLocation)
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{
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InvalidatePose();
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if (Plinth != null)
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{
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Plinth.Location = new Point3D(X, Y, Z - 5);
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}
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}
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public override bool CanBeRenamedBy(Mobile from) => false;
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public override bool CanBeDamaged() => false;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void OnRequestedAnimation(Mobile from)
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{
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from.NetState.SendStatueAnimation(Serial, 1, m_Animation, m_Frames);
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}
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public override void OnAosSingleClick(Mobile from)
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{
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}
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private void Deserialize(IGenericReader reader, int version)
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{
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_statueType = (StatueType)reader.ReadInt();
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_pose = (StatuePose)reader.ReadInt();
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_material = (StatueMaterial)reader.ReadInt();
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Timer.DelayCall(sculpter => _sculptedBy = sculpter?.RawName, reader.ReadEntity<Mobile>());
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SculptedOn = reader.ReadDateTime();
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Plinth = reader.ReadEntity<CharacterStatuePlinth>();
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IsRewardItem = reader.ReadBool();
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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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InvalidatePose();
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Frozen = true;
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if (_sculptedBy == null || Map == Map.Internal) // Remove preview statues
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{
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Delete();
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}
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}
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public void Sculpt(Mobile by)
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{
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if (by.ShowFameTitle && (by.Player || by.Body.IsHuman) &&
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by.Fame >= 10000)
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{
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_sculptedBy = $"{(by.Female ? "Lady" : "Lord")} {by.Name}";
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}
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else
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{
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_sculptedBy = by.RawName;
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}
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SculptedOn = Core.Now;
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InvalidateProperties();
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}
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public bool Demolish(Mobile by)
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{
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var deed = new CharacterStatueDeed(null);
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if (by.PlaceInBackpack(deed))
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{
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Delete();
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deed.Statue = this;
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deed.StatueType = _statueType;
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deed.IsRewardItem = IsRewardItem;
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Plinth?.Delete();
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return true;
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}
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by.SendLocalizedMessage(500720); // You don't have enough room in your backpack!
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deed.Delete();
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return false;
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}
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public void Restore(CharacterStatue from)
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{
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_material = from.Material;
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_pose = from.Pose;
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Direction = from.Direction;
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CloneBody(from);
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CloneClothes(from);
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InvalidateHues();
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InvalidatePose();
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}
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public void CloneBody(Mobile from)
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{
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Name = from.Name;
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Body = from.Body;
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Female = from.Female;
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HairItemID = from.HairItemID;
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FacialHairItemID = from.FacialHairItemID;
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}
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public void CloneClothes(Mobile from)
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{
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for (var i = Items.Count - 1; i >= 0; i--)
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{
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Items[i].Delete();
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}
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for (var i = from.Items.Count - 1; i >= 0; i--)
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{
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var item = from.Items[i];
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if (item.Layer != Layer.Backpack && item.Layer != Layer.Mount && item.Layer != Layer.Bank)
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{
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AddItem(CloneItem(item));
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}
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}
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}
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public Item CloneItem(Item item)
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{
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var cloned = new Item(item.ItemID)
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{
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Layer = item.Layer,
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Name = item.Name,
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Hue = item.Hue,
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Weight = item.Weight,
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Movable = false
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};
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return cloned;
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}
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public void InvalidateHues()
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{
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Hue = 0xB8F + (int)_statueType * 4 + (int)_material;
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HairHue = Hue;
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if (FacialHairItemID > 0)
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{
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FacialHairHue = Hue;
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}
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for (var i = Items.Count - 1; i >= 0; i--)
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{
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Items[i].Hue = Hue;
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}
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Plinth?.InvalidateHue();
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}
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public void InvalidatePose()
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{
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switch (_pose)
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{
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case StatuePose.Ready:
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m_Animation = 4;
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m_Frames = 0;
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break;
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case StatuePose.Casting:
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m_Animation = 16;
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m_Frames = 2;
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break;
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case StatuePose.Salute:
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m_Animation = 33;
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m_Frames = 1;
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break;
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case StatuePose.AllPraiseMe:
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m_Animation = 17;
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m_Frames = 4;
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break;
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case StatuePose.Fighting:
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m_Animation = 31;
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m_Frames = 5;
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break;
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case StatuePose.HandsOnHips:
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m_Animation = 6;
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m_Frames = 1;
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break;
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}
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if (Map == null)
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{
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return;
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}
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ProcessDelta();
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var animPacket = stackalloc byte[CharacterStatuePackets.StatueAnimationPacketLength].InitializePacket();
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foreach (var state in Map.GetClientsInRange(Location))
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{
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state.Mobile.ProcessDelta();
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CharacterStatuePackets.CreateStatueAnimation(animPacket, Serial, 1, m_Animation, m_Frames);
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state.Send(animPacket);
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}
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}
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private class DemolishEntry : ContextMenuEntry
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{
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public DemolishEntry() : base(6275, 2)
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{
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}
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public override void OnClick(Mobile from, IEntity target)
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{
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if (from.Alive && target is CharacterStatue { Deleted: false } statue)
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{
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statue.Demolish(from);
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}
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}
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}
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}
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[SerializationGenerator(1)]
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public partial class CharacterStatueDeed : Item, IRewardItem
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{
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[SerializableField(1)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private CharacterStatue _statue;
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[InvalidateProperties]
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[SerializableField(2)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private bool _isRewardItem;
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public CharacterStatueDeed(CharacterStatue statue) : base(0x14F0)
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{
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Statue = statue;
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if (statue != null)
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{
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_statueType = statue.StatueType;
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_isRewardItem = statue.IsRewardItem;
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}
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LootType = LootType.Blessed;
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}
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public override double DefaultWeight => 1.0;
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public override int LabelNumber
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{
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get
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{
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var t = _statueType;
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if (Statue != null)
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{
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t = Statue.StatueType;
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}
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return t switch
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{
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StatueType.Marble => 1076189,
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StatueType.Jade => 1076188,
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StatueType.Bronze => 1076190,
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_ => 1076173
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};
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}
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}
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[SerializableProperty(0)]
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[CommandProperty(AccessLevel.GameMaster)]
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public StatueType StatueType
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{
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get => Statue?.StatueType ?? _statueType;
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set
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{
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_statueType = value;
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this.MarkDirty();
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}
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}
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public override void GetProperties(IPropertyList list)
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{
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base.GetProperties(list);
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if (_isRewardItem)
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{
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list.Add(1076222); // 6th Year Veteran Reward
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}
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if (Statue != null)
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{
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list.Add(1076231, Statue.Name); // Statue of ~1_Name~
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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.Account is Account acct && from.AccessLevel == AccessLevel.Player)
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{
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var time = TimeSpan.FromDays(RewardSystem.RewardInterval.TotalDays * 6) - acct.AccountAge;
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if (time > TimeSpan.Zero)
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{
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from.SendLocalizedMessage(
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1008126,
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true,
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Math.Ceiling(time.TotalDays / RewardSystem.RewardInterval.TotalDays)
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.ToString()
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); // Your account is not old enough to use this item. Months until you can use this item :
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return;
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}
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}
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if (IsChildOf(from.Backpack))
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{
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if (!from.IsBodyMod)
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{
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from.SendLocalizedMessage(1076194); // Select a place where you would like to put your statue.
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from.Target = new CharacterStatueTarget(this, StatueType);
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}
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else
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{
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from.SendLocalizedMessage(1073648); // You may only proceed while in your original state...
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}
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}
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else
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{
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from.SendLocalizedMessage(1042001); // That must be in your pack for you to use it.
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}
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}
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public override void OnDelete()
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{
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base.OnDelete();
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Statue?.Delete();
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}
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private void Deserialize(IGenericReader reader, int version)
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{
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_statueType = (StatueType)reader.ReadInt();
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_statue = reader.ReadEntity<CharacterStatue>();
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_isRewardItem = reader.ReadBool();
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}
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}
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public class CharacterStatueTarget : Target
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{
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private readonly Item _maker;
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private readonly StatueType _statueType;
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public CharacterStatueTarget(Item maker, StatueType type) : base(-1, true, TargetFlags.None)
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{
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_maker = maker;
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_statueType = type;
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}
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protected override void OnTarget(Mobile from, object targeted)
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{
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var p = targeted as IPoint3D;
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var map = from.Map;
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if (p == null || map == null || _maker?.Deleted != false)
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{
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return;
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}
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if (!_maker.IsChildOf(from.Backpack))
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{
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from.SendLocalizedMessage(1042001); // That must be in your pack for you to use it.
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return;
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}
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SpellHelper.GetSurfaceTop(ref p);
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BaseHouse house = null;
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var loc = new Point3D(p);
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if (targeted is Item item && !item.IsLockedDown && !item.IsSecure && item is not AddonComponent)
|
|
{
|
|
from.SendLocalizedMessage(1076191); // Statues can only be placed in houses.
|
|
return;
|
|
}
|
|
|
|
if (from.IsBodyMod)
|
|
{
|
|
from.SendLocalizedMessage(1073648); // You may only proceed while in your original state...
|
|
return;
|
|
}
|
|
|
|
var result = CouldFit(loc, map, from, ref house);
|
|
|
|
if (result == AddonFitResult.Valid)
|
|
{
|
|
var statue = new CharacterStatue(from, _statueType);
|
|
var plinth = new CharacterStatuePlinth(statue);
|
|
|
|
house.Addons.Add(plinth);
|
|
|
|
if (_maker is IRewardItem rewardItem)
|
|
{
|
|
statue.IsRewardItem = rewardItem.IsRewardItem;
|
|
}
|
|
|
|
statue.Plinth = plinth;
|
|
plinth.MoveToWorld(loc, map);
|
|
statue.InvalidatePose();
|
|
|
|
/*
|
|
* TODO: Previously the maker wasn't deleted until after statue
|
|
* customization, leading to redeeding issues. Exact OSI behavior
|
|
* needs looking into.
|
|
*/
|
|
_maker.Delete();
|
|
statue.Sculpt(from);
|
|
|
|
CharacterStatueGump.DisplayTo(from, _maker, statue);
|
|
return;
|
|
}
|
|
|
|
if (result == AddonFitResult.Blocked)
|
|
{
|
|
from.SendLocalizedMessage(500269); // You cannot build that there.
|
|
return;
|
|
}
|
|
|
|
if (result == AddonFitResult.NotInHouse)
|
|
{
|
|
// Statues can only be placed in houses where you are the owner or co-owner.
|
|
from.SendLocalizedMessage(1076192);
|
|
return;
|
|
}
|
|
|
|
if (result == AddonFitResult.DoorTooClose)
|
|
{
|
|
from.SendLocalizedMessage(500271); // You cannot build near the door.
|
|
}
|
|
}
|
|
|
|
public static AddonFitResult CouldFit(Point3D p, Map map, Mobile from, ref BaseHouse house)
|
|
{
|
|
if (!map.CanFit(p.X, p.Y, p.Z, 20, true))
|
|
{
|
|
return AddonFitResult.Blocked;
|
|
}
|
|
|
|
if (!BaseAddon.CheckHouse(from, p, map, 20, out house))
|
|
{
|
|
return AddonFitResult.NotInHouse;
|
|
}
|
|
|
|
return CheckDoors(p, 20, house);
|
|
}
|
|
|
|
public static AddonFitResult CheckDoors(Point3D p, int height, BaseHouse house)
|
|
{
|
|
var doors = house.Doors;
|
|
|
|
for (var i = 0; i < doors.Count; i++)
|
|
{
|
|
var door = doors[i];
|
|
|
|
var doorLoc = door.GetWorldLocation();
|
|
var doorHeight = door.ItemData.CalcHeight;
|
|
|
|
if (Utility.InRange(doorLoc, p, 1) &&
|
|
(p.Z == doorLoc.Z || p.Z + height > doorLoc.Z && doorLoc.Z + doorHeight > p.Z))
|
|
{
|
|
return AddonFitResult.DoorTooClose;
|
|
}
|
|
}
|
|
|
|
return AddonFitResult.Valid;
|
|
}
|
|
}
|