#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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236
Scripts/Items/Weapons/Ranged/BaseRanged.cs
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236
Scripts/Items/Weapons/Ranged/BaseRanged.cs
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using System;
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using Server.Items;
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using Server.Network;
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using Server.Spells;
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using Server.Mobiles;
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namespace Server.Items
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{
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public abstract class BaseRanged : BaseMeleeWeapon
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{
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public abstract int EffectID{ get; }
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public abstract Type AmmoType{ get; }
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public abstract Item Ammo{ get; }
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public override int DefHitSound{ get{ return 0x234; } }
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public override int DefMissSound{ get{ return 0x238; } }
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public override SkillName DefSkill{ get{ return SkillName.Archery; } }
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public override WeaponType DefType{ get{ return WeaponType.Ranged; } }
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public override WeaponAnimation DefAnimation{ get{ return WeaponAnimation.ShootXBow; } }
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public override SkillName AccuracySkill{ get{ return SkillName.Archery; } }
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private Timer m_RecoveryTimer; // so we don't start too many timers
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private bool m_Balanced;
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private int m_Velocity;
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[CommandProperty( AccessLevel.GameMaster )]
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public bool Balanced
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{
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get{ return m_Balanced; }
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set{ m_Balanced = value; InvalidateProperties(); }
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public int Velocity
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{
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get{ return m_Velocity; }
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set{ m_Velocity = value; InvalidateProperties(); }
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}
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public BaseRanged( int itemID ) : base( itemID )
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{
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}
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public BaseRanged( Serial serial ) : base( serial )
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{
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}
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public override TimeSpan OnSwing( Mobile attacker, Mobile defender )
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{
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WeaponAbility a = WeaponAbility.GetCurrentAbility( attacker );
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// Make sure we've been standing still for .25/.5/1 second depending on Era
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if (Core.TickCount - attacker.LastMoveTime >= (Core.SE ? 250 : Core.AOS ? 500 : 1000) || (Core.AOS && WeaponAbility.GetCurrentAbility(attacker) is MovingShot))
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{
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bool canSwing = true;
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if ( Core.AOS )
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{
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canSwing = ( !attacker.Paralyzed && !attacker.Frozen );
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if ( canSwing )
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{
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Spell sp = attacker.Spell as Spell;
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canSwing = ( sp == null || !sp.IsCasting || !sp.BlocksMovement );
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}
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}
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#region Dueling
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if ( attacker is PlayerMobile )
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{
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PlayerMobile pm = (PlayerMobile)attacker;
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if ( pm.DuelContext != null && !pm.DuelContext.CheckItemEquip( attacker, this ) )
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canSwing = false;
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}
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#endregion
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if ( canSwing && attacker.HarmfulCheck( defender ) )
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{
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attacker.DisruptiveAction();
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attacker.Send( new Swing( 0, attacker, defender ) );
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if ( OnFired( attacker, defender ) )
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{
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if ( CheckHit( attacker, defender ) )
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OnHit( attacker, defender );
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else
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OnMiss( attacker, defender );
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}
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}
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attacker.RevealingAction();
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return GetDelay( attacker );
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}
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else
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{
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attacker.RevealingAction();
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return TimeSpan.FromSeconds( 0.25 );
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}
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}
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public override void OnHit( Mobile attacker, Mobile defender, double damageBonus )
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{
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if ( attacker.Player && !defender.Player && (defender.Body.IsAnimal || defender.Body.IsMonster) && 0.4 >= Utility.RandomDouble() )
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defender.AddToBackpack( Ammo );
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if ( Core.ML && m_Velocity > 0 )
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{
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int bonus = (int) attacker.GetDistanceToSqrt( defender );
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if ( bonus > 0 && m_Velocity > Utility.Random( 100 ) )
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{
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AOS.Damage( defender, attacker, bonus * 3, 100, 0, 0, 0, 0 );
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if ( attacker.Player )
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attacker.SendLocalizedMessage( 1072794 ); // Your arrow hits its mark with velocity!
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if ( defender.Player )
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defender.SendLocalizedMessage( 1072795 ); // You have been hit by an arrow with velocity!
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}
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}
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base.OnHit( attacker, defender, damageBonus );
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}
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public override void OnMiss( Mobile attacker, Mobile defender )
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{
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if ( attacker.Player && 0.4 >= Utility.RandomDouble() )
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{
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if ( Core.SE )
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{
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PlayerMobile p = attacker as PlayerMobile;
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if ( p != null )
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{
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Type ammo = AmmoType;
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if ( p.RecoverableAmmo.ContainsKey( ammo ) )
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p.RecoverableAmmo[ ammo ]++;
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else
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p.RecoverableAmmo.Add( ammo, 1 );
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if ( !p.Warmode )
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{
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if ( m_RecoveryTimer == null )
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m_RecoveryTimer = Timer.DelayCall( TimeSpan.FromSeconds( 10 ), new TimerCallback( p.RecoverAmmo ) );
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if ( !m_RecoveryTimer.Running )
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m_RecoveryTimer.Start();
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}
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}
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} else {
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Ammo.MoveToWorld( new Point3D( defender.X + Utility.RandomMinMax( -1, 1 ), defender.Y + Utility.RandomMinMax( -1, 1 ), defender.Z ), defender.Map );
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}
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}
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base.OnMiss( attacker, defender );
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}
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public virtual bool OnFired( Mobile attacker, Mobile defender )
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{
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if ( attacker.Player )
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{
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BaseQuiver quiver = attacker.FindItemOnLayer( Layer.Cloak ) as BaseQuiver;
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Container pack = attacker.Backpack;
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if ( quiver == null || Utility.Random( 100 ) >= quiver.LowerAmmoCost )
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{
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// consume ammo
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if ( quiver != null && quiver.ConsumeTotal( AmmoType, 1 ) )
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quiver.InvalidateWeight();
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else if ( pack == null || !pack.ConsumeTotal( AmmoType, 1 ) )
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return false;
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}
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else if ( quiver.FindItemByType( AmmoType ) == null && ( pack == null || pack.FindItemByType( AmmoType ) == null ) )
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{
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// lower ammo cost should not work when we have no ammo at all
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return false;
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}
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}
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attacker.MovingEffect( defender, EffectID, 18, 1, false, false );
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return true;
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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) 3 ); // version
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writer.Write( (bool) m_Balanced );
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writer.Write( (int) m_Velocity );
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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 3:
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{
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m_Balanced = reader.ReadBool();
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m_Velocity = reader.ReadInt();
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goto case 2;
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}
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case 2:
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case 1:
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{
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break;
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}
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case 0:
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{
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/*m_EffectID =*/ reader.ReadInt();
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break;
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}
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}
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if ( version < 2 )
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{
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WeaponAttributes.MageWeapon = 0;
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WeaponAttributes.UseBestSkill = 0;
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}
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}
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}
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}
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