## 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
169 lines
5.6 KiB
C#
169 lines
5.6 KiB
C#
using System;
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using ModernUO.Serialization;
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using Server.Gumps;
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using Server.Items;
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using Server.Mobiles;
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using Server.Systems.FeatureFlags;
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namespace Server.Engines.BulkOrders;
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[SerializationGenerator(0, false)]
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public abstract partial class SmallBOD : BaseBOD
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{
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[InvalidateProperties]
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[SerializableField(0)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private int _amountCur;
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[SerializableField(1)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private Type _type;
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[InvalidateProperties]
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[SerializableField(2)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private int _number;
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[SerializableField(3)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private int _graphic;
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public SmallBOD(
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int hue, int amountCur, int amountMax, Type type, int number, int graphic, bool requireExeptional,
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BulkMaterialType material
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) : base(hue, amountMax, requireExeptional, material)
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{
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_type = type;
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_graphic = graphic;
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_amountCur = amountCur;
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_number = number;
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}
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public SmallBOD()
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{
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public override bool Complete => _amountCur == AmountMax;
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public override int LabelNumber => 1045151; // a bulk order deed
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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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list.Add(1060654); // small bulk order
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if (RequireExceptional)
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{
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list.Add(1045141); // All items must be exceptional.
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}
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if (Material != BulkMaterialType.None)
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{
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list.Add(SmallBODGump.GetMaterialNumberFor(Material)); // All items must be made with x material.
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}
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list.Add(1060656, AmountMax); // amount to make: ~1_val~
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list.Add(1060658, $"{_number:#}\t{_amountCur}"); // ~1_val~: ~2_val~
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}
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public override void OnDoubleClick(Mobile from)
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{
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if (!(IsChildOf(from.Backpack) || InSecureTrade || RootParent is PlayerVendor))
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{
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from.SendLocalizedMessage(1045156); // You must have the deed in your backpack to use it.
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return;
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}
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if (!ContentFeatureFlags.BulkOrders && from.AccessLevel < AccessLevel.Administrator)
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{
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from.SendMessage(0x22, "Bulk orders are temporarily disabled.");
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return;
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}
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from.SendGump(new SmallBODGump(this));
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}
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public override void OnDoubleClickNotAccessible(Mobile from)
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{
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OnDoubleClick(from);
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}
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public override void OnDoubleClickSecureTrade(Mobile from)
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{
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OnDoubleClick(from);
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}
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public static BulkMaterialType GetMaterial(CraftResource resource)
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{
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return resource switch
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{
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CraftResource.DullCopper => BulkMaterialType.DullCopper,
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CraftResource.ShadowIron => BulkMaterialType.ShadowIron,
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CraftResource.Copper => BulkMaterialType.Copper,
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CraftResource.Bronze => BulkMaterialType.Bronze,
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CraftResource.Gold => BulkMaterialType.Gold,
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CraftResource.Agapite => BulkMaterialType.Agapite,
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CraftResource.Verite => BulkMaterialType.Verite,
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CraftResource.Valorite => BulkMaterialType.Valorite,
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CraftResource.SpinedLeather => BulkMaterialType.Spined,
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CraftResource.HornedLeather => BulkMaterialType.Horned,
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CraftResource.BarbedLeather => BulkMaterialType.Barbed,
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_ => BulkMaterialType.None
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};
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}
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public override void EndCombine(Mobile from, Item item)
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{
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var objectType = item.GetType();
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if (_amountCur >= AmountMax)
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{
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// The maximum amount of requested items have already been combined to this deed.
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from.SendLocalizedMessage(1045166);
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return;
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}
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var armor = item as BaseArmor;
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var clothing = item as BaseClothing;
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var weapon = item as BaseWeapon;
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if (Type == null || objectType != Type && !objectType.IsSubclassOf(Type) || armor == null && clothing == null && weapon == null)
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{
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from.SendLocalizedMessage(1045169); // The item is not in the request.
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}
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else
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{
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var material = GetMaterial(armor?.Resource ?? clothing?.Resource ?? CraftResource.None);
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if (Material >= BulkMaterialType.DullCopper && Material <= BulkMaterialType.Valorite && material != Material)
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{
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from.SendLocalizedMessage(1045168); // The item is not made from the requested ore.
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}
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else if (Material >= BulkMaterialType.Spined && Material <= BulkMaterialType.Barbed && material != Material)
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{
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from.SendLocalizedMessage(1049352); // The item is not made from the requested leather type.
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}
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else if (RequireExceptional && armor?.Quality != ArmorQuality.Exceptional &&
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clothing?.Quality != ClothingQuality.Exceptional &&
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weapon?.Quality != WeaponQuality.Exceptional)
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{
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from.SendLocalizedMessage(1045167); // The item must be exceptional.
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}
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else
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{
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item.Delete();
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++AmountCur;
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from.SendLocalizedMessage(1045170); // The item has been combined with the deed.
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from.SendGump(new SmallBODGump(this));
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if (_amountCur < AmountMax)
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{
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BeginCombine(from);
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}
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}
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}
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}
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}
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