### Summary - Fixes `[AdvancedSearch` being accessible by players 😱 - Adds `[GenCommands` to generate the same commands html page on https://muo.gg/commands. - Fixes `[helpinfo` so all commands properly show up! > [!WARNING] > ### Developer Warning: > Commands must now be registered in the `Configure` bootup phase. > If a command is not registered early enough, it may not be available to systems like [helpinfo > that cache their information. > [!NOTE] > ### Developer Note: > Various commands related to generating content have been changed to _Developer_ and above access level. ### Screenshots <img width="673" alt="image" src="https://github.com/modernuo/ModernUO/assets/3953314/b105b5c9-5eb4-4ace-93ff-1bfb31e7132f"> <img width="547" alt="image" src="https://github.com/modernuo/ModernUO/assets/3953314/e97487e8-47a5-4aa7-89cc-9fe3deda584d">
552 lines
14 KiB
C#
552 lines
14 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using ModernUO.Serialization;
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using Server.Targeting;
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namespace Server.Items;
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[SerializationGenerator(0, false)]
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public abstract partial class BaseDoor : Item, ILockable, ITelekinesisable
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{
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private static readonly Point3D[] m_Offsets =
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{
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new(-1, 1, 0),
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new(1, 1, 0),
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new(-1, 0, 0),
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new(1, -1, 0),
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new(1, 1, 0),
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new(1, -1, 0),
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new(0, 0, 0),
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new(0, -1, 0),
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new(0, 0, 0),
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new(0, 0, 0),
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new(0, 0, 0),
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new(0, 0, 0)
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};
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private Timer _timer;
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[SerializableField(0)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private uint _keyValue;
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[SerializableField(2)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private bool _locked;
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[SerializableField(3)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private int _openedId;
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[SerializableField(4)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private int _closedId;
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[SerializableField(5)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private int _openedSound;
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[SerializableField(6)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private int _closedSound;
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[SerializableField(7)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private Point3D _offset;
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[SerializableField(8)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private BaseDoor _link;
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public BaseDoor(int closedID, int openedID, int openedSound, int closedSound, Point3D offset) : base(closedID)
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{
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_openedId = openedID;
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_closedId = closedID;
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_openedSound = openedSound;
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_closedSound = closedSound;
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_offset = offset;
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_timer = new InternalTimer(this);
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Movable = false;
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}
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[SerializableProperty(1)]
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[CommandProperty(AccessLevel.GameMaster)]
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public bool Open
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{
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get => _open;
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set
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{
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if (_open != value)
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{
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_open = value;
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ItemID = _open ? _openedId : _closedId;
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if (_open)
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{
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Location = new Point3D(X + _offset.X, Y + _offset.Y, Z + _offset.Z);
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}
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else
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{
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Location = new Point3D(X - _offset.X, Y - _offset.Y, Z - _offset.Z);
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}
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Effects.PlaySound(this, _open ? OpenedSound : ClosedSound);
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if (_open)
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{
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_timer ??= new InternalTimer(this);
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_timer.Start();
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}
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else
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{
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_timer.Stop();
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_timer = null;
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}
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this.MarkDirty();
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}
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}
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}
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public virtual bool UseChainedFunctionality => false;
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public void OnTelekinesis(Mobile from)
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{
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Effects.SendLocationParticles(EffectItem.Create(Location, Map, EffectItem.DefaultDuration), 0x376A, 9, 32, 5022);
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Effects.PlaySound(Location, Map, 0x1F5);
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Use(from);
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}
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public static void Configure()
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{
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EventSink.OpenDoorMacroUsed += EventSink_OpenDoorMacroUsed;
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CommandSystem.Register("Link", AccessLevel.GameMaster, Link_OnCommand);
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CommandSystem.Register("ChainLink", AccessLevel.GameMaster, ChainLink_OnCommand);
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}
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[Usage("Link"), Description("Links two targeted doors together.")]
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private static void Link_OnCommand(CommandEventArgs e)
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{
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e.Mobile.BeginTarget(-1, false, TargetFlags.None, Link_OnFirstTarget);
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e.Mobile.SendMessage("Target the first door to link.");
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}
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private static void Link_OnFirstTarget(Mobile from, object targeted)
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{
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if (targeted is not BaseDoor door)
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{
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from.BeginTarget(-1, false, TargetFlags.None, Link_OnFirstTarget);
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from.SendMessage("That is not a door. Try again.");
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}
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else
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{
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from.BeginTarget(-1, false, TargetFlags.None, Link_OnSecondTarget, door);
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from.SendMessage("Target the second door to link.");
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}
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}
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private static void Link_OnSecondTarget(Mobile from, object targeted, BaseDoor first)
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{
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if (targeted is not BaseDoor second)
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{
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from.BeginTarget(-1, false, TargetFlags.None, Link_OnSecondTarget, first);
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from.SendMessage("That is not a door. Try again.");
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}
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else
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{
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first.Link = second;
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second.Link = first;
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from.SendMessage("The doors have been linked.");
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}
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}
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[Usage("ChainLink"), Description("Chain-links two or more targeted doors together.")]
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private static void ChainLink_OnCommand(CommandEventArgs e)
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{
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e.Mobile.BeginTarget(-1, false, TargetFlags.None, ChainLink_OnTarget, new List<BaseDoor>());
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e.Mobile.SendMessage("Target the first of a sequence of doors to link.");
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}
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private static void ChainLink_OnTarget(Mobile from, object targeted, List<BaseDoor> list)
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{
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if (targeted is not BaseDoor door)
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{
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from.BeginTarget(-1, false, TargetFlags.None, ChainLink_OnTarget, list);
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from.SendMessage("That is not a door. Try again.");
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}
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else
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{
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if (list.Count > 0 && list[0] == door)
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{
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if (list.Count >= 2)
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{
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for (var i = 0; i < list.Count; ++i)
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{
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list[i].Link = list[(i + 1) % list.Count];
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}
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from.SendMessage("The chain of doors have been linked.");
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}
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else
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{
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from.BeginTarget(-1, false, TargetFlags.None, ChainLink_OnTarget, list);
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from.SendMessage("You have not yet targeted two unique doors. Target the second door to link.");
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}
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}
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else if (list.Contains(door))
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{
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from.BeginTarget(-1, false, TargetFlags.None, ChainLink_OnTarget, list);
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from.SendMessage(
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"You have already targeted that door. Target another door, or retarget the first door to complete the chain."
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);
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}
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else
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{
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list.Add(door);
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from.BeginTarget(-1, false, TargetFlags.None, ChainLink_OnTarget, list);
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if (list.Count == 1)
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{
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from.SendMessage("Target the second door to link.");
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}
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else
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{
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from.SendMessage("Target another door to link. To complete the chain, retarget the first door.");
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}
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}
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}
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}
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private static void EventSink_OpenDoorMacroUsed(Mobile m)
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{
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if (m.Map == null || !m.CheckAlive())
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{
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return;
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}
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int x = m.X;
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int y = m.Y;
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switch (m.Direction & Direction.Mask)
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{
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case Direction.North:
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{
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--y;
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break;
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}
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case Direction.Right:
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{
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++x;
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--y;
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break;
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}
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case Direction.East:
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{
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++x;
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break;
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}
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case Direction.Down:
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{
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++x;
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++y;
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break;
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}
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case Direction.South:
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{
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++y;
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break;
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}
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case Direction.Left:
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{
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--x;
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++y;
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break;
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}
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case Direction.West:
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{
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--x;
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break;
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}
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case Direction.Up:
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{
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--x;
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--y;
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break;
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}
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}
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foreach (var item in m.Map.GetItemsAt(x, y))
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{
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if (item.Z + item.ItemData.Height > m.Z &&
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m.Z + 16 > item.Z && item is BaseDoor && m.CanSee(item) && m.InLOS(item))
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{
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m.SendLocalizedMessage(500024); // Opening door...
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item.OnDoubleClick(m);
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break;
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}
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}
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}
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public static Point3D GetOffset(DoorFacing facing) => m_Offsets[(int)facing];
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public bool CanClose()
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{
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if (!_open)
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{
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return true;
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}
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var map = Map;
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if (map == null)
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{
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return false;
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}
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var p = new Point3D(X - Offset.X, Y - Offset.Y, Z - Offset.Z);
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return CheckFit(map, p, 16);
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}
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private static bool CheckFit(Map map, Point3D p, int height)
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{
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if (map == Map.Internal)
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{
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return false;
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}
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var x = p.X;
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var y = p.Y;
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var z = p.Z;
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foreach (var item in map.GetItemsAt(x, y))
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{
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if (item.ItemID <= TileData.MaxItemValue && item is not (BaseMulti or BaseDoor))
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{
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var id = item.ItemData;
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var surface = id.Surface;
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var impassable = id.Impassable;
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if ((surface || impassable) && item.Z + id.CalcHeight > z && z + height > item.Z)
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{
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return false;
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}
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}
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}
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foreach (var m in map.GetMobilesAt(x, y))
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{
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// At the same location, not hidden, or is a player, alive, and within z-bounds - then cannot fit
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if (m.Location.X == x && m.Location.Y == y &&
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(!m.Hidden || m.AccessLevel == AccessLevel.Player) && m.Alive && m.Z + 16 > z && z + height > m.Z)
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{
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return false;
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}
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}
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return true;
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}
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public ChainEnumerable GetChain() => new(this);
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public bool IsFreeToClose()
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{
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if (!UseChainedFunctionality)
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{
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return CanClose();
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}
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foreach (var link in GetChain())
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{
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if (!link.CanClose())
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{
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return false;
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}
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}
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return true;
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}
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public virtual bool IsInside(Mobile from) => false;
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public virtual bool UseLocks() => true;
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public virtual void Use(Mobile from)
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{
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if (Locked && !_open && UseLocks())
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{
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if (from.AccessLevel >= AccessLevel.GameMaster)
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{
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// That is locked, but you open it with your godly powers.
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from.LocalOverheadMessage(MessageType.Regular, 0x3B2, 502502);
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}
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else if (Key.ContainsKey(from.Backpack, KeyValue))
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{
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// You quickly unlock, open, and relock the door
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from.LocalOverheadMessage(MessageType.Regular, 0x3B2, 501282);
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}
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else if (IsInside(from))
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{
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// That is locked, but is usable from the inside.
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from.LocalOverheadMessage(MessageType.Regular, 0x3B2, 501280);
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}
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else
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{
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if (Hue == 0x44E && Map == Map.Malas) // doom door into healer room in doom
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{
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SendLocalizedMessageTo(from, 1060014); // Only the dead may pass.
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}
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else
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{
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from.LocalOverheadMessage(MessageType.Regular, 0x3B2, 502503); // That is locked.
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}
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return;
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}
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}
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if (_open && !IsFreeToClose())
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{
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return;
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}
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if (_open)
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{
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OnClosed(from);
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}
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else
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{
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OnOpened(from);
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}
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if (UseChainedFunctionality)
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{
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var open = !_open;
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foreach (var link in GetChain())
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{
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link.Open = open;
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}
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}
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else
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{
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Open = !_open;
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var link = Link;
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if (_open && link is { Deleted: false, Open: false })
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{
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link.Open = true;
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}
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}
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}
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public virtual void OnOpened(Mobile from)
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{
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}
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public virtual void OnClosed(Mobile from)
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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.AccessLevel == AccessLevel.Player && !from.InRange(GetWorldLocation(), 2))
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{
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from.LocalOverheadMessage(MessageType.Regular, 0x3B2, 1019045); // I can't reach that.
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}
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else
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{
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Use(from);
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}
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}
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[AfterDeserialization]
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private void AfterDeserialization()
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{
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if (_open)
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{
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_timer = new InternalTimer(this);
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_timer.Start();
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}
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}
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private class InternalTimer : Timer
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{
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private readonly BaseDoor _door;
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public InternalTimer(BaseDoor door) : base(TimeSpan.FromSeconds(20.0), TimeSpan.FromSeconds(10.0)) =>
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_door = door;
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protected override void OnTick()
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{
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if (_door.Open && _door.IsFreeToClose())
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{
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_door.Open = false;
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}
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}
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}
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public ref struct ChainEnumerable
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{
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private readonly BaseDoor _door;
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public ChainEnumerable(BaseDoor door) => _door = door;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public ChainEnumerator GetEnumerator() => new(_door);
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}
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public ref struct ChainEnumerator
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{
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private BaseDoor _door;
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private BaseDoor _current;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal ChainEnumerator(BaseDoor door)
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{
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_door = door;
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_current = null;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool MoveNext()
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{
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bool valid;
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if (_current == null)
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{
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_current = _door;
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valid = _current != null;
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}
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else
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{
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_current = _current.Link;
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valid = _current?.Deleted == false && _current != _door;
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}
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if (!valid)
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{
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_door = null;
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_current = null;
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}
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return valid;
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}
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public BaseDoor Current
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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get => _current;
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}
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}
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}
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