#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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Scripts/Engines/Factions/Core/PlayerState.cs
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255
Scripts/Engines/Factions/Core/PlayerState.cs
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using System;
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using Server;
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using Server.Mobiles;
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using System.Collections.Generic;
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namespace Server.Factions
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{
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public class PlayerState : IComparable
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{
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private Mobile m_Mobile;
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private Faction m_Faction;
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private List<PlayerState> m_Owner;
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private int m_KillPoints;
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private DateTime m_Leaving;
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private MerchantTitle m_MerchantTitle;
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private RankDefinition m_Rank;
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private List<SilverGivenEntry> m_SilverGiven;
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private bool m_IsActive;
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private Town m_Sheriff;
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private Town m_Finance;
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private DateTime m_LastHonorTime;
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public Mobile Mobile{ get{ return m_Mobile; } }
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public Faction Faction{ get{ return m_Faction; } }
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public List<PlayerState> Owner { get { return m_Owner; } }
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public MerchantTitle MerchantTitle{ get{ return m_MerchantTitle; } set{ m_MerchantTitle = value; Invalidate(); } }
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public Town Sheriff{ get{ return m_Sheriff; } set{ m_Sheriff = value; Invalidate(); } }
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public Town Finance{ get{ return m_Finance; } set{ m_Finance = value; Invalidate(); } }
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public List<SilverGivenEntry> SilverGiven { get { return m_SilverGiven; } }
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public int KillPoints {
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get { return m_KillPoints; }
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set {
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if ( m_KillPoints != value ) {
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if ( value > m_KillPoints ) {
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if ( m_KillPoints <= 0 ) {
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if ( value <= 0 ) {
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m_KillPoints = value;
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Invalidate();
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return;
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}
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m_Owner.Remove( this );
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m_Owner.Insert( m_Faction.ZeroRankOffset, this );
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m_RankIndex = m_Faction.ZeroRankOffset;
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m_Faction.ZeroRankOffset++;
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}
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while ( ( m_RankIndex - 1 ) >= 0 ) {
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PlayerState p = m_Owner[m_RankIndex-1] as PlayerState;
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if ( value > p.KillPoints ) {
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m_Owner[m_RankIndex] = p;
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m_Owner[m_RankIndex-1] = this;
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RankIndex--;
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p.RankIndex++;
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}
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else
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break;
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}
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}
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else {
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if ( value <= 0 ) {
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if ( m_KillPoints <= 0 ) {
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m_KillPoints = value;
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Invalidate();
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return;
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}
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while ( ( m_RankIndex + 1 ) < m_Faction.ZeroRankOffset ) {
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PlayerState p = m_Owner[m_RankIndex+1] as PlayerState;
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m_Owner[m_RankIndex+1] = this;
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m_Owner[m_RankIndex] = p;
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RankIndex++;
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p.RankIndex--;
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}
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m_RankIndex = -1;
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m_Faction.ZeroRankOffset--;
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}
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else {
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while ( ( m_RankIndex + 1 ) < m_Faction.ZeroRankOffset ) {
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PlayerState p = m_Owner[m_RankIndex+1] as PlayerState;
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if ( value < p.KillPoints ) {
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m_Owner[m_RankIndex+1] = this;
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m_Owner[m_RankIndex] = p;
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RankIndex++;
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p.RankIndex--;
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}
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else
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break;
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}
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}
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}
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m_KillPoints = value;
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Invalidate();
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}
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}
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}
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private bool m_InvalidateRank = true;
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private int m_RankIndex = -1;
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public int RankIndex { get { return m_RankIndex; } set { if ( m_RankIndex != value ) { m_RankIndex = value; m_InvalidateRank = true; } } }
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public RankDefinition Rank {
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get {
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if ( m_InvalidateRank ) {
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RankDefinition[] ranks = m_Faction.Definition.Ranks;
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int percent;
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if ( m_Owner.Count == 1 )
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percent = 1000;
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else if ( m_RankIndex == -1 )
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percent = 0;
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else
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percent = ( ( m_Faction.ZeroRankOffset - m_RankIndex ) * 1000 ) / m_Faction.ZeroRankOffset;
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for ( int i = 0; i < ranks.Length; i++ ) {
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RankDefinition check = ranks[i];
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if ( percent >= check.Required ) {
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m_Rank = check;
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m_InvalidateRank = false;
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break;
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}
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}
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Invalidate();
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}
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return m_Rank;
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}
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}
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public DateTime LastHonorTime{ get{ return m_LastHonorTime; } set{ m_LastHonorTime = value; } }
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public DateTime Leaving{ get{ return m_Leaving; } set{ m_Leaving = value; } }
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public bool IsLeaving{ get{ return ( m_Leaving > DateTime.MinValue ); } }
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public bool IsActive{ get{ return m_IsActive; } set{ m_IsActive = value; } }
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public bool CanGiveSilverTo( Mobile mob )
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{
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if ( m_SilverGiven == null )
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return true;
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for ( int i = 0; i < m_SilverGiven.Count; ++i )
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{
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SilverGivenEntry sge = m_SilverGiven[i];
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if ( sge.IsExpired )
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m_SilverGiven.RemoveAt( i-- );
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else if ( sge.GivenTo == mob )
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return false;
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}
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return true;
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}
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public void OnGivenSilverTo( Mobile mob )
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{
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if ( m_SilverGiven == null )
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m_SilverGiven = new List<SilverGivenEntry>();
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m_SilverGiven.Add( new SilverGivenEntry( mob ) );
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}
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public void Invalidate()
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{
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if ( m_Mobile is PlayerMobile )
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{
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PlayerMobile pm = (PlayerMobile)m_Mobile;
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pm.InvalidateProperties();
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pm.InvalidateMyRunUO();
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}
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}
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public void Attach()
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{
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if ( m_Mobile is PlayerMobile )
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((PlayerMobile)m_Mobile).FactionPlayerState = this;
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}
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public PlayerState( Mobile mob, Faction faction, List<PlayerState> owner )
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{
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m_Mobile = mob;
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m_Faction = faction;
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m_Owner = owner;
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Attach();
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Invalidate();
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}
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public PlayerState( GenericReader reader, Faction faction, List<PlayerState> owner )
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{
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m_Faction = faction;
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m_Owner = owner;
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int version = reader.ReadEncodedInt();
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switch ( version )
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{
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case 1:
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{
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m_IsActive = reader.ReadBool();
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m_LastHonorTime = reader.ReadDateTime();
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goto case 0;
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}
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case 0:
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{
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m_Mobile = reader.ReadMobile();
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m_KillPoints = reader.ReadEncodedInt();
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m_MerchantTitle = (MerchantTitle)reader.ReadEncodedInt();
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m_Leaving = reader.ReadDateTime();
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break;
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}
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}
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Attach();
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}
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public void Serialize( GenericWriter writer )
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{
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writer.WriteEncodedInt( (int) 1 ); // version
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writer.Write( m_IsActive );
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writer.Write( m_LastHonorTime );
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writer.Write( (Mobile) m_Mobile );
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writer.WriteEncodedInt( (int) m_KillPoints );
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writer.WriteEncodedInt( (int) m_MerchantTitle );
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writer.Write( (DateTime) m_Leaving );
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}
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public static PlayerState Find( Mobile mob )
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{
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if ( mob is PlayerMobile )
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return ((PlayerMobile)mob).FactionPlayerState;
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return null;
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}
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public int CompareTo( object obj )
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{
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return ((PlayerState)obj).m_KillPoints - m_KillPoints;
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}
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}
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}
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