Follow-up to #2573. That change made `SmallBOD.EndCombine` require a player-crafted item, but it could only read provenance off `BaseArmor`, `BaseWeapon` and `BaseClothing`, because those are the only three classes that track it — hence the hand-enumerated `armor?.PlayerConstructed ?? clothing?.PlayerConstructed ?? weapon?.PlayerConstructed ?? false`. The gap is structural rather than cosmetic. `PlayerConstructed` is set inside each base's `OnCraft`, so it can only ever reach types implementing `ICraftable`. Most craftables do not — the tinkering catalogue alone is largely plain `Item` subclasses — so any rule keyed on "was this actually crafted" has nothing to key on for those types. ## What changed Provenance moves to `Item` and is stamped centrally in `CraftItem`, immediately after the item is constructed and before the `ICraftable` dispatch, covering both the AOS and T2A craft paths. The three `OnCraft` overrides drop their now-redundant assignment and inherit `Item`'s property, so no call site outside them changes — `Resmelt` and `SalvageBag` still read `armor.PlayerConstructed` and still compile unchanged. `SmallBOD`'s three-way null-coalescing chain collapses to `item.PlayerConstructed`. `OnCraft` is only ever invoked from `CraftItem` (the other three call sites are `base.OnCraft` chaining), so removing those assignments has no other reachable effect. ## Storage cost: none `Item`'s `SaveFlag` word is written as a fixed-width `int`, not an encoded one, so occupying bit `0x08000000` changes no record lengths. Items that are not player-constructed serialize byte for byte as before, and crafted ones differ by a single bit in a field already being written. `Item` itself needs no version bump: a bare `SaveFlag` bit is self-describing, so records written before it existed lack it and read `false`. ## Version bumps The three content classes do need one, since removing a serialized field changes their layout: | Class | Version | Field removed | |---|---|---| | `BaseArmor` | 9 → 10 | 24 (was last, nothing renumbered) | | `BaseClothing` | 7 → 8 | 7 (fields 8–10 shift down) | | `BaseWeapon` | 10 → 11 | 26 (fields 27–30 shift down) | Each gets a `MigrateFrom` for its previous version that assigns the old bool to the inherited property, so existing crafted armour, weapons and clothing keep their provenance across the upgrade. `Item.Deserialize` runs first and reads the absent bit as `false`, then the migration overwrites it — the generated `Deserialize` calls `base.Deserialize` before dispatching, so the ordering holds. `BaseWeapon` had no migrations file and gains one. The renumbering is not stylistic: the generator requires contiguous field ordering and rejects a hole with `SG3005: Expected field 'Crafter' with order 7 but found 8`. New schema JSONs (`BaseArmor.v10`, `BaseClothing.v8`, `BaseWeapon.v11`) are generated by `ModernUOSchemaGenerator` and committed alongside. ## One thing worth a second opinion The new property is a plain auto-property on `Item`, so it does not call `this.MarkDirty()` the way the codegen setters it replaces did. `MarkDirty` is currently a no-op (`// TODO: Add dirty tracking back`) and no property in `Item.cs` calls it, so this matches the file as it stands — but it is worth noting if dirty tracking comes back. ## Verification Full solution builds in Release with 0 errors and 0 warnings; 1516 tests pass (815 `Server.Tests`, 701 `UOContent.Tests`).
195 lines
6.3 KiB
C#
195 lines
6.3 KiB
C#
using AMA = Server.Items.ArmorMeditationAllowance;
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namespace Server.Items;
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public partial class BaseArmor
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{
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// PlayerConstructed moved onto Item
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private void MigrateFrom(V9Content content)
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{
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_attributes = content.Attributes ?? AttributesDefaultValue();
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_armorAttributes = content.ArmorAttributes ?? ArmorAttributesDefaultValue();
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_physicalBonus = content.PhysicalBonus ?? 0;
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_fireBonus = content.FireBonus ?? 0;
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_coldBonus = content.ColdBonus ?? 0;
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_poisonBonus = content.PoisonBonus ?? 0;
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_energyBonus = content.EnergyBonus ?? 0;
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_identified = content.Identified;
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_maxHitPoints = content.MaxHitPoints ?? 0;
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_hitPoints = content.HitPoints ?? 0;
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_crafter = content.Crafter;
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_quality = content.Quality ?? ArmorQuality.Regular;
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_durability = content.Durability ?? ArmorDurabilityLevel.Regular;
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_protectionLevel = content.ProtectionLevel ?? ArmorProtectionLevel.Regular;
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_resource = content.Resource ?? DefaultResource;
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_armorBase = content.BaseArmorRating ?? -1;
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_strBonus = content.StrBonus ?? -1;
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_dexBonus = content.DexBonus ?? -1;
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_intBonus = content.IntBonus ?? -1;
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_strReq = content.StrRequirement ?? -1;
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_dexReq = content.DexRequirement ?? -1;
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_intReq = content.IntRequirement ?? -1;
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_meditate = content.MeditationAllowance ?? (AMA)(-1);
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_skillBonuses = content.SkillBonuses ?? SkillBonusesDefaultValue();
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PlayerConstructed = content.PlayerConstructed;
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}
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private void MigrateFrom(V8Content content)
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{
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_attributes = content.Attributes ?? AttributesDefaultValue();
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_armorAttributes = content.ArmorAttributes ?? ArmorAttributesDefaultValue();
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_physicalBonus = content.PhysicalBonus ?? 0;
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_fireBonus = content.FireBonus ?? 0;
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_coldBonus = content.ColdBonus ?? 0;
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_poisonBonus = content.PoisonBonus ?? 0;
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_energyBonus = content.EnergyBonus ?? 0;
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_identified = content.Identified;
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_maxHitPoints = content.MaxHitPoints ?? 0;
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_hitPoints = content.HitPoints ?? 0;
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Timer.DelayCall((item, crafter) => item._crafter = crafter?.RawName, this, content.Crafter);
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_quality = content.Quality ?? ArmorQuality.Regular;
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_durability = content.Durability ?? ArmorDurabilityLevel.Regular;
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_resource = content.RawResource ?? DefaultResource;
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_armorBase = content.BaseArmorRating ?? -1;
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_strBonus = content.StrBonus ?? -1;
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_dexBonus = content.DexBonus ?? -1;
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_intBonus = content.IntBonus ?? -1;
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_strReq = content.StrRequirement ?? -1;
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_dexReq = content.DexRequirement ?? -1;
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_intReq = content.IntRequirement ?? -1;
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_meditate = content.MeditationAllowance ?? (AMA)(-1);
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_skillBonuses = content.SkillBonuses ?? SkillBonusesDefaultValue();
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PlayerConstructed = content.PlayerConstructed;
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}
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// Version 7 (pre-codegen)
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private void Deserialize(IGenericReader reader, int version)
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{
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var flags = (OldSaveFlag)reader.ReadEncodedInt();
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Attributes = new AosAttributes(this);
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if (GetSaveFlag(flags, OldSaveFlag.Attributes))
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{
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Attributes.Deserialize(reader);
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}
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ArmorAttributes = new AosArmorAttributes(this);
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if (GetSaveFlag(flags, OldSaveFlag.ArmorAttributes))
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{
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ArmorAttributes.Deserialize(reader);
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}
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if (GetSaveFlag(flags, OldSaveFlag.PhysicalBonus))
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{
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_physicalBonus = reader.ReadEncodedInt();
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}
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if (GetSaveFlag(flags, OldSaveFlag.FireBonus))
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{
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_fireBonus = reader.ReadEncodedInt();
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}
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if (GetSaveFlag(flags, OldSaveFlag.ColdBonus))
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{
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_coldBonus = reader.ReadEncodedInt();
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}
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if (GetSaveFlag(flags, OldSaveFlag.PoisonBonus))
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{
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_poisonBonus = reader.ReadEncodedInt();
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}
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if (GetSaveFlag(flags, OldSaveFlag.EnergyBonus))
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{
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_energyBonus = reader.ReadEncodedInt();
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}
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_identified = GetSaveFlag(flags, OldSaveFlag.Identified);
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if (GetSaveFlag(flags, OldSaveFlag.MaxHitPoints))
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{
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_maxHitPoints = reader.ReadEncodedInt();
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}
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if (GetSaveFlag(flags, OldSaveFlag.HitPoints))
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{
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_hitPoints = reader.ReadEncodedInt();
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}
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if (GetSaveFlag(flags, OldSaveFlag.Crafter))
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{
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Timer.DelayCall((item, crafter) => item._crafter = crafter?.RawName, this, reader.ReadEntity<Mobile>());
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}
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if (GetSaveFlag(flags, OldSaveFlag.Quality))
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{
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_quality = (ArmorQuality)reader.ReadEncodedInt();
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}
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if (GetSaveFlag(flags, OldSaveFlag.Durability))
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{
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_durability = (ArmorDurabilityLevel)reader.ReadEncodedInt();
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}
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if (GetSaveFlag(flags, OldSaveFlag.Protection))
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{
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_protectionLevel = (ArmorProtectionLevel)reader.ReadEncodedInt();
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}
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if (GetSaveFlag(flags, OldSaveFlag.Resource))
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{
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_resource = (CraftResource)reader.ReadEncodedInt();
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}
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if (GetSaveFlag(flags, OldSaveFlag.BaseArmor))
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{
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_armorBase = reader.ReadEncodedInt();
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}
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if (GetSaveFlag(flags, OldSaveFlag.StrBonus))
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{
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_strBonus = reader.ReadEncodedInt();
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}
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if (GetSaveFlag(flags, OldSaveFlag.DexBonus))
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{
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_dexBonus = reader.ReadEncodedInt();
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}
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if (GetSaveFlag(flags, OldSaveFlag.IntBonus))
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{
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_intBonus = reader.ReadEncodedInt();
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}
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if (GetSaveFlag(flags, OldSaveFlag.StrReq))
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{
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_strReq = reader.ReadEncodedInt();
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}
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if (GetSaveFlag(flags, OldSaveFlag.DexReq))
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{
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_dexReq = reader.ReadEncodedInt();
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}
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if (GetSaveFlag(flags, OldSaveFlag.IntReq))
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{
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_intReq = reader.ReadEncodedInt();
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}
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if (GetSaveFlag(flags, OldSaveFlag.MedAllowance))
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{
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_meditate = (AMA)reader.ReadEncodedInt();
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}
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SkillBonuses = new AosSkillBonuses(this);
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if (GetSaveFlag(flags, OldSaveFlag.SkillBonuses))
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{
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SkillBonuses.Deserialize(reader);
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}
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PlayerConstructed = GetSaveFlag(flags, OldSaveFlag.PlayerConstructed);
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}
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}
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