#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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Scripts/Items/Games/Mahjong/MahjongPacketHandlers.cs
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245
Scripts/Items/Games/Mahjong/MahjongPacketHandlers.cs
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using System;
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using Server;
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using Server.Network;
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namespace Server.Engines.Mahjong
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{
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public delegate void OnMahjongPacketReceive( MahjongGame game, NetState state, PacketReader pvSrc );
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public sealed class MahjongPacketHandlers
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{
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private static OnMahjongPacketReceive[] m_SubCommandDelegates = new OnMahjongPacketReceive[0x100];
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public static void RegisterSubCommand( int subCmd, OnMahjongPacketReceive onReceive )
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{
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m_SubCommandDelegates[subCmd] = onReceive;
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}
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public static OnMahjongPacketReceive GetSubCommandDelegate( int cmd )
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{
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if ( cmd >= 0 && cmd < 0x100 )
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{
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return m_SubCommandDelegates[cmd];
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}
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else
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{
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return null;
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}
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}
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public static void Initialize()
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{
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PacketHandlers.Register( 0xDA, 0, true, new OnPacketReceive( OnPacket ) );
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RegisterSubCommand( 0x6, new OnMahjongPacketReceive( ExitGame ) );
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RegisterSubCommand( 0xA, new OnMahjongPacketReceive( GivePoints ) );
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RegisterSubCommand( 0xB, new OnMahjongPacketReceive( RollDice ) );
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RegisterSubCommand( 0xC, new OnMahjongPacketReceive( BuildWalls ) );
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RegisterSubCommand( 0xD, new OnMahjongPacketReceive( ResetScores ) );
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RegisterSubCommand( 0xF, new OnMahjongPacketReceive( AssignDealer ) );
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RegisterSubCommand( 0x10, new OnMahjongPacketReceive( OpenSeat ) );
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RegisterSubCommand( 0x11, new OnMahjongPacketReceive( ChangeOption ) );
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RegisterSubCommand( 0x15, new OnMahjongPacketReceive( MoveWallBreakIndicator ) );
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RegisterSubCommand( 0x16, new OnMahjongPacketReceive( TogglePublicHand ) );
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RegisterSubCommand( 0x17, new OnMahjongPacketReceive( MoveTile ) );
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RegisterSubCommand( 0x18, new OnMahjongPacketReceive( MoveDealerIndicator ) );
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}
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public static void OnPacket( NetState state, PacketReader pvSrc )
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{
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MahjongGame game = World.FindItem( pvSrc.ReadInt32() ) as MahjongGame;
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if ( game != null )
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game.Players.CheckPlayers();
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pvSrc.ReadByte();
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int cmd = pvSrc.ReadByte();
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OnMahjongPacketReceive onReceive = GetSubCommandDelegate( cmd );
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if ( onReceive != null )
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{
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onReceive( game, state, pvSrc );
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}
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else
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{
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pvSrc.Trace( state );
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}
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}
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private static MahjongPieceDirection GetDirection( int value )
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{
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switch ( value )
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{
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case 0: return MahjongPieceDirection.Up;
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case 1: return MahjongPieceDirection.Left;
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case 2: return MahjongPieceDirection.Down;
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default: return MahjongPieceDirection.Right;
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}
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}
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private static MahjongWind GetWind( int value )
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{
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switch ( value )
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{
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case 0: return MahjongWind.North;
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case 1: return MahjongWind.East;
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case 2: return MahjongWind.South;
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default: return MahjongWind.West;
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}
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}
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public static void ExitGame( MahjongGame game, NetState state, PacketReader pvSrc )
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{
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if ( game == null )
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return;
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Mobile from = state.Mobile;
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game.Players.LeaveGame( from );
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}
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public static void GivePoints( MahjongGame game, NetState state, PacketReader pvSrc )
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{
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if ( game == null || !game.Players.IsInGamePlayer( state.Mobile ) )
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return;
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int to = pvSrc.ReadByte();
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int amount = pvSrc.ReadInt32();
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game.Players.TransferScore( state.Mobile, to, amount );
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}
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public static void RollDice( MahjongGame game, NetState state, PacketReader pvSrc )
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{
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if ( game == null || !game.Players.IsInGamePlayer( state.Mobile ) )
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return;
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game.Dices.RollDices( state.Mobile );
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}
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public static void BuildWalls( MahjongGame game, NetState state, PacketReader pvSrc )
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{
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if ( game == null || !game.Players.IsInGameDealer( state.Mobile ) )
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return;
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game.ResetWalls( state.Mobile );
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}
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public static void ResetScores( MahjongGame game, NetState state, PacketReader pvSrc )
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{
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if ( game == null || !game.Players.IsInGameDealer( state.Mobile ) )
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return;
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game.Players.ResetScores( MahjongGame.BaseScore );
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}
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public static void AssignDealer( MahjongGame game, NetState state, PacketReader pvSrc )
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{
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if ( game == null || !game.Players.IsInGameDealer( state.Mobile ) )
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return;
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int position = pvSrc.ReadByte();
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game.Players.AssignDealer( position );
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}
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public static void OpenSeat( MahjongGame game, NetState state, PacketReader pvSrc )
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{
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if ( game == null || !game.Players.IsInGameDealer( state.Mobile ) )
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return;
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int position = pvSrc.ReadByte();
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if ( game.Players.GetPlayer( position ) == state.Mobile )
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return;
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game.Players.OpenSeat( position );
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}
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public static void ChangeOption( MahjongGame game, NetState state, PacketReader pvSrc )
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{
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if ( game == null || !game.Players.IsInGameDealer( state.Mobile ) )
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return;
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pvSrc.ReadInt16();
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pvSrc.ReadByte();
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int options = pvSrc.ReadByte();
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game.ShowScores = (options & 0x1) != 0;
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game.SpectatorVision = (options & 0x2) != 0;
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}
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public static void MoveWallBreakIndicator( MahjongGame game, NetState state, PacketReader pvSrc )
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{
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if ( game == null || !game.Players.IsInGameDealer( state.Mobile ) )
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return;
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int y = pvSrc.ReadInt16();
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int x = pvSrc.ReadInt16();
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game.WallBreakIndicator.Move( new Point2D( x, y ) );
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}
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public static void TogglePublicHand( MahjongGame game, NetState state, PacketReader pvSrc )
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{
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if ( game == null || !game.Players.IsInGamePlayer( state.Mobile ) )
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return;
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pvSrc.ReadInt16();
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pvSrc.ReadByte();
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bool publicHand = pvSrc.ReadBoolean();
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game.Players.SetPublic( game.Players.GetPlayerIndex( state.Mobile ), publicHand );
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}
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public static void MoveTile( MahjongGame game, NetState state, PacketReader pvSrc )
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{
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if ( game == null || !game.Players.IsInGamePlayer( state.Mobile ) )
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return;
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int number = pvSrc.ReadByte();
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if ( number < 0 || number >= game.Tiles.Length )
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return;
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pvSrc.ReadByte(); // Current direction
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MahjongPieceDirection direction = GetDirection( pvSrc.ReadByte() );
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pvSrc.ReadByte();
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bool flip = pvSrc.ReadBoolean();
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pvSrc.ReadInt16(); // Current Y
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pvSrc.ReadInt16(); // Current X
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pvSrc.ReadByte();
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int y = pvSrc.ReadInt16();
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int x = pvSrc.ReadInt16();
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pvSrc.ReadByte();
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game.Tiles[number].Move( new Point2D( x, y ), direction, flip, game.Players.GetPlayerIndex( state.Mobile ) );
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}
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public static void MoveDealerIndicator( MahjongGame game, NetState state, PacketReader pvSrc )
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{
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if ( game == null || !game.Players.IsInGameDealer( state.Mobile ) )
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return;
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MahjongPieceDirection direction = GetDirection( pvSrc.ReadByte() );
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MahjongWind wind = GetWind( pvSrc.ReadByte() );
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int y = pvSrc.ReadInt16();
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int x = pvSrc.ReadInt16();
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game.DealerIndicator.Move( new Point2D( x, y ), direction, wind );
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}
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}
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}
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