#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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115
Scripts/Engines/Factions/Mobiles/Vendors/BaseFactionVendor.cs
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115
Scripts/Engines/Factions/Mobiles/Vendors/BaseFactionVendor.cs
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using System;
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using System.Collections.Generic;
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using Server;
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using Server.Mobiles;
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namespace Server.Factions
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{
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public abstract class BaseFactionVendor : BaseVendor
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{
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private Town m_Town;
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private Faction m_Faction;
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[CommandProperty( AccessLevel.Counselor, AccessLevel.Administrator )]
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public Town Town
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{
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get{ return m_Town; }
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set{ Unregister(); m_Town = value; Register(); }
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}
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[CommandProperty( AccessLevel.Counselor, AccessLevel.Administrator )]
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public Faction Faction
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{
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get{ return m_Faction; }
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set{ Unregister(); m_Faction = value; Register(); }
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}
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public void Register()
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{
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if ( m_Town != null && m_Faction != null )
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m_Town.RegisterVendor( this );
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}
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public override bool OnMoveOver( Mobile m )
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{
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if ( Core.ML )
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return true;
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return base.OnMoveOver( m );
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}
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public void Unregister()
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{
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if ( m_Town != null )
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m_Town.UnregisterVendor( this );
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}
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private List<SBInfo> m_SBInfos = new List<SBInfo>();
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protected override List<SBInfo> SBInfos{ get { return m_SBInfos; } }
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public override void InitSBInfo()
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{
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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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Unregister();
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}
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public override bool CheckVendorAccess( Mobile from )
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{
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return true;
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}
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public BaseFactionVendor( Town town, Faction faction, string title ) : base( title )
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{
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Frozen = true;
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CantWalk = true;
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Female = false;
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BodyValue = 400;
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Name = NameList.RandomName( "male" );
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RangeHome = 0;
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m_Town = town;
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m_Faction = faction;
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Register();
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}
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public BaseFactionVendor( Serial serial ) : base( serial )
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{
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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( (int) 0 ); // version
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Town.WriteReference( writer, m_Town );
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Faction.WriteReference( writer, m_Faction );
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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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switch ( version )
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{
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case 0:
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{
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m_Town = Town.ReadReference( reader );
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m_Faction = Faction.ReadReference( reader );
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Register();
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break;
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}
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}
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Frozen = true;
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}
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}
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}
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