#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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89
Scripts/Items/Containers/TreasureChest.cs
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89
Scripts/Items/Containers/TreasureChest.cs
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using Server;
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using Server.Items;
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using Server.Multis;
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using Server.Network;
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using System;
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namespace Server.Items
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{
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[FlipableAttribute( 0xe43, 0xe42 )]
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public class WoodenTreasureChest : BaseTreasureChest
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{
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[Constructable]
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public WoodenTreasureChest() : base( 0xE43 )
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{
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}
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public WoodenTreasureChest( 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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}
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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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}
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}
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[FlipableAttribute( 0xe41, 0xe40 )]
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public class MetalGoldenTreasureChest : BaseTreasureChest
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{
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[Constructable]
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public MetalGoldenTreasureChest() : base( 0xE41 )
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{
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}
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public MetalGoldenTreasureChest( 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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}
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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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}
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}
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[FlipableAttribute( 0x9ab, 0xe7c )]
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public class MetalTreasureChest : BaseTreasureChest
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{
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[Constructable]
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public MetalTreasureChest() : base( 0x9AB )
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{
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}
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public MetalTreasureChest( 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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}
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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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}
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}
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}
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