304 lines
7.4 KiB
C#
304 lines
7.4 KiB
C#
using System;
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using System.Collections.Generic;
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using Server.Items;
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namespace Server.Mobiles
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{
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public class GenericBuyInfo : IBuyItemInfo
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{
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private int m_Amount;
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private IEntity m_DisplayEntity;
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private int m_Price;
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public GenericBuyInfo(Type type, int price, int amount, int itemID, int hue, object[] args = null) : this(null, type, price,
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amount, itemID, hue, args)
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{
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}
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public GenericBuyInfo(string name, Type type, int price, int amount, int itemID, int hue, object[] args = null)
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{
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Type = type;
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m_Price = price;
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MaxAmount = m_Amount = amount;
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ItemID = itemID;
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Hue = hue;
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Args = args;
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Name = name ?? (itemID < 0x4000 ? (1020000 + itemID).ToString() : (1078872 + itemID).ToString());
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}
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public virtual bool CanCacheDisplay => false;
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public Type Type{ get; set; }
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public int DefaultPrice{ get; private set; }
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public object[] Args{ get; set; }
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public virtual int ControlSlots => 0;
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public string Name{ get; set; }
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public int PriceScalar
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{
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get => DefaultPrice;
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set => DefaultPrice = value;
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}
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public int Price
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{
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get
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{
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if (DefaultPrice != 0)
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{
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if (m_Price > 5000000)
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{
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long price = m_Price;
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price *= DefaultPrice;
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price += 50;
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price /= 100;
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if (price > int.MaxValue)
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price = int.MaxValue;
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return (int)price;
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}
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return (m_Price * DefaultPrice + 50) / 100;
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}
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return m_Price;
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}
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set => m_Price = value;
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}
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public int ItemID{ get; set; }
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public int Hue{ get; set; }
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public int Amount
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{
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get => m_Amount;
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set
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{
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if (value < 0) value = 0;
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m_Amount = value;
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}
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}
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public int MaxAmount{ get; set; }
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//get a new instance of an object (we just bought it)
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public virtual IEntity GetEntity()
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{
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if (Args == null || Args.Length == 0)
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return (IEntity)Activator.CreateInstance(Type);
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return (IEntity)Activator.CreateInstance(Type, Args);
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//return (Item)Activator.CreateInstance( m_Type );
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}
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//Attempt to restock with item, (return true if restock successful)
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public bool Restock(Item item, int amount)
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{
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return false;
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/*if ( item.GetType() == m_Type )
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{
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if ( item is BaseWeapon )
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{
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BaseWeapon weapon = (BaseWeapon)item;
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if ( weapon.Quality == WeaponQuality.Low || weapon.Quality == WeaponQuality.Exceptional || (int)weapon.DurabilityLevel > 0 || (int)weapon.DamageLevel > 0 || (int)weapon.AccuracyLevel > 0 )
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return false;
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}
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if ( item is BaseArmor )
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{
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BaseArmor armor = (BaseArmor)item;
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if ( armor.Quality == ArmorQuality.Low || armor.Quality == ArmorQuality.Exceptional || (int)armor.Durability > 0 || (int)armor.ProtectionLevel > 0 )
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return false;
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}
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m_Amount += amount;
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return true;
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}
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else
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{
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return false;
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}*/
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}
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public void OnRestock()
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{
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if (m_Amount <= 0)
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{
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/*
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Core.ML using this vendor system is undefined behavior, so being
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as it lends itself to an abusable exploit to cause ingame havok
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and the stackable items are not found to be over 20 items, this is
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changed until there is a better solution.
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*/
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object Obj_Disp = GetDisplayEntity();
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if (Core.ML && Obj_Disp is Item item && !item.Stackable)
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MaxAmount = Math.Min(20, MaxAmount);
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else
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MaxAmount = Math.Min(999, MaxAmount * 2);
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}
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else
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{
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/* NOTE: According to UO.com, the quantity is halved if the item does not reach 0
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* Here we implement differently: the quantity is halved only if less than half
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* of the maximum quantity was bought. That is, if more than half is sold, then
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* there's clearly a demand and we should not cut down on the stock.
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*/
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int halfQuantity = MaxAmount;
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if (halfQuantity >= 999)
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halfQuantity = 640;
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else if (halfQuantity > 20)
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halfQuantity /= 2;
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if (m_Amount >= halfQuantity)
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MaxAmount = halfQuantity;
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}
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m_Amount = MaxAmount;
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}
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private bool IsDeleted(IEntity obj)
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{
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return obj.Deleted;
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}
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public void DeleteDisplayEntity()
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{
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if (m_DisplayEntity == null)
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return;
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m_DisplayEntity.Delete();
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m_DisplayEntity = null;
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}
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public IEntity GetDisplayEntity()
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{
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if (m_DisplayEntity != null && !IsDeleted(m_DisplayEntity))
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return m_DisplayEntity;
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bool canCache = CanCacheDisplay;
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if (canCache)
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m_DisplayEntity = DisplayCache.Cache.Lookup(Type);
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if (m_DisplayEntity == null || IsDeleted(m_DisplayEntity))
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m_DisplayEntity = GetEntity();
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DisplayCache.Cache.Store(Type, m_DisplayEntity, canCache);
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return m_DisplayEntity;
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}
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private class DisplayCache : Container
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{
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private static DisplayCache m_Cache;
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private List<Mobile> m_Mobiles;
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private Dictionary<Type, IEntity> m_Table;
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public DisplayCache() : base(0)
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{
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m_Table = new Dictionary<Type, IEntity>();
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m_Mobiles = new List<Mobile>();
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}
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public DisplayCache(Serial serial) : base(serial)
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{
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}
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public static DisplayCache Cache
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{
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get
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{
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if (m_Cache?.Deleted != false)
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m_Cache = new DisplayCache();
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return m_Cache;
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}
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}
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public IEntity Lookup(Type key)
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{
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m_Table.TryGetValue(key, out IEntity e);
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return e;
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}
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public void Store(Type key, IEntity obj, bool cache)
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{
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if (cache)
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m_Table[key] = obj;
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if (obj is Item item)
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AddItem(item);
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else if (obj is Mobile mobile)
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m_Mobiles.Add(mobile);
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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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for (int i = 0; i < m_Mobiles.Count; ++i)
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m_Mobiles[i].Delete();
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m_Mobiles.Clear();
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for (int i = Items.Count - 1; i >= 0; --i)
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if (i < Items.Count)
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Items[i].Delete();
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if (m_Cache == this)
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m_Cache = null;
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}
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public override void Serialize(GenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(0); // version
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writer.Write(m_Mobiles);
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}
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public override void Deserialize(GenericReader reader)
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{
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base.Deserialize(reader);
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int version = reader.ReadInt();
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m_Mobiles = reader.ReadStrongMobileList();
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for (int i = 0; i < m_Mobiles.Count; ++i)
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m_Mobiles[i].Delete();
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m_Mobiles.Clear();
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for (int i = Items.Count - 1; i >= 0; --i)
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if (i < Items.Count)
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Items[i].Delete();
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if (m_Cache == null)
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m_Cache = this;
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else
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Delete();
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m_Table = new Dictionary<Type, IEntity>();
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}
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}
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}
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}
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