## Breaking Changes (New API)
ObjectPropertyList supports the following API:
```cs
list.Add(500000);
list.Add(500001, stringArgument);
list.Add("Some text");
list.Add($"Some text with {argument}");
list.Add(500002, $"{arg1}\t{arg2}");
```
## Notes
1. All API uses that require a formatter like this:
```cs
list.Add(500002, "{0}\t{1}", arg1, arg2);
```
Should be changed to use string interpolation, for example:
```cs
list.Add(500002, $"{arg1}\t{arg2}");
```
2. The following paradigm should no longer be used:
```cs
list.Add(1061170, prop.ToString()); // strength requirement ~1_val~
```
The new string interpolation API will avoid having to convert the argument to a string before writing it to the packet. Instead use the following:
```cs
list.Add(1061170, $"{prop}"); // strength requirement ~1_val~
```
### Benchmarks
```cs
| Method | Mean | Error | StdDev | Gen 0 | Allocated |
|------------------------------- |---------:|--------:|--------:|-------:|----------:|
| BenchmarkOldOPL | 241.0 ns | 0.56 ns | 0.47 ns | 0.0105 | 88 B |
| BenchmarkStringInterpolatedOPL | 199.9 ns | 2.44 ns | 2.39 ns | - | - |
```
### Changes
- [X] Removes crash in STArray.Return when array is null.
- [X] Fixes NPE in OPL when entity is null. Serial in packet will be 0 when entity is null.
- [X] Fixes NPE in AosAttributes when Parent is null.
- [X] Changes OPL to use string interpolation.
- [X] Introduces `IPropertyList` to allow extending PropertyList for other uses.
285 lines
6.5 KiB
C#
285 lines
6.5 KiB
C#
namespace Server.Items
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{
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[Flippable(0x1BD7, 0x1BDA)]
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public class Board : Item, ICommodity
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{
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private CraftResource m_Resource;
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[Constructible]
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public Board(int amount = 1)
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: this(CraftResource.RegularWood, amount)
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{
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}
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public Board(Serial serial)
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: base(serial)
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{
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}
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[Constructible]
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public Board(CraftResource resource, int amount = 1)
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: base(0x1BD7)
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{
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Stackable = true;
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Amount = amount;
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m_Resource = resource;
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Hue = CraftResources.GetHue(resource);
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public CraftResource Resource
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{
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get => m_Resource;
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set
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{
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m_Resource = value;
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InvalidateProperties();
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}
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}
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int ICommodity.DescriptionNumber
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{
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get
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{
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if (m_Resource >= CraftResource.OakWood && m_Resource <= CraftResource.YewWood)
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{
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return 1075052 + ((int)m_Resource - (int)CraftResource.OakWood);
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}
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return m_Resource switch
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{
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CraftResource.Bloodwood => 1075055,
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CraftResource.Frostwood => 1075056,
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CraftResource.Heartwood => 1075062, // WHY Osi. Why?
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_ => LabelNumber
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};
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}
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}
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bool ICommodity.IsDeedable => true;
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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 (!CraftResources.IsStandard(m_Resource))
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{
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var num = CraftResources.GetLocalizationNumber(m_Resource);
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if (num > 0)
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{
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list.Add(num);
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}
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else
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{
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list.Add(CraftResources.GetName(m_Resource));
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}
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}
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}
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public override void Serialize(IGenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(3);
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writer.Write((int)m_Resource);
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}
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public override void Deserialize(IGenericReader reader)
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{
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base.Deserialize(reader);
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var version = reader.ReadInt();
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switch (version)
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{
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case 3:
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case 2:
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{
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m_Resource = (CraftResource)reader.ReadInt();
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break;
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}
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}
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if (version == 0 && Weight == 0.1 || version <= 2 && Weight == 2)
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{
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Weight = -1;
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}
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if (version <= 1)
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{
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m_Resource = CraftResource.RegularWood;
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}
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}
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}
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public class HeartwoodBoard : Board
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{
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[Constructible]
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public HeartwoodBoard(int amount = 1)
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: base(CraftResource.Heartwood, amount)
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{
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}
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public HeartwoodBoard(Serial serial)
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: base(serial)
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{
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}
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public override void Serialize(IGenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(0); // version
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}
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public override void Deserialize(IGenericReader reader)
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{
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base.Deserialize(reader);
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var version = reader.ReadInt();
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}
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}
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public class BloodwoodBoard : Board
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{
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[Constructible]
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public BloodwoodBoard(int amount = 1)
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: base(CraftResource.Bloodwood, amount)
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{
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}
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public BloodwoodBoard(Serial serial)
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: base(serial)
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{
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}
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public override void Serialize(IGenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(0); // version
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}
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public override void Deserialize(IGenericReader reader)
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{
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base.Deserialize(reader);
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var version = reader.ReadInt();
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}
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}
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public class FrostwoodBoard : Board
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{
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[Constructible]
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public FrostwoodBoard(int amount = 1)
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: base(CraftResource.Frostwood, amount)
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{
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}
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public FrostwoodBoard(Serial serial)
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: base(serial)
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{
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}
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public override void Serialize(IGenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(0); // version
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}
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public override void Deserialize(IGenericReader reader)
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{
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base.Deserialize(reader);
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var version = reader.ReadInt();
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}
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}
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public class OakBoard : Board
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{
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[Constructible]
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public OakBoard(int amount = 1)
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: base(CraftResource.OakWood, amount)
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{
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}
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public OakBoard(Serial serial)
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: base(serial)
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{
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}
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public override void Serialize(IGenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(0); // version
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}
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public override void Deserialize(IGenericReader reader)
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{
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base.Deserialize(reader);
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var version = reader.ReadInt();
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}
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}
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public class AshBoard : Board
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{
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[Constructible]
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public AshBoard(int amount = 1)
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: base(CraftResource.AshWood, amount)
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{
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}
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public AshBoard(Serial serial)
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: base(serial)
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{
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}
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public override void Serialize(IGenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(0); // version
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}
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public override void Deserialize(IGenericReader reader)
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{
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base.Deserialize(reader);
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var version = reader.ReadInt();
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}
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}
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public class YewBoard : Board
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{
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[Constructible]
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public YewBoard(int amount = 1)
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: base(CraftResource.YewWood, amount)
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{
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}
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public YewBoard(Serial serial)
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: base(serial)
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{
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}
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public override void Serialize(IGenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(0); // version
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}
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public override void Deserialize(IGenericReader reader)
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{
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base.Deserialize(reader);
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var version = reader.ReadInt();
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}
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}
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}
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