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https://github.com/ACEmulator/ACE
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* Landblock LoadMeshes summary improved * Landblock CellLandblock/LandblockInfo get only (set in ctor) * Fix LScape get_landblock thread safety * Fix EnchantmentManager Surpass (retval) * Only create the WorldObject.ObjectGuid once We don't need to instantinate a new ObjetGuid per get of the property. * castclass (cast) is faster than isinst (as), also fix double enumeration * Streamline Attributes and Vitals They are fixed and set in SetEphemeralValues, called by the ctor. They do not need the additional layer that Skills do. * BiotaPropertiesEnchatmentRegistry direct access fixes (Use extensions instead) * Another BiotaPropertiesEnchantmentRegistry -> Extension fix * Initial EnchantmentManagerWithCaching * Added the remaining functions to the cache * DelayManager using the wrong Min. woops... Min() was the linq version that enumerates the whole collection. Min is the built in fast version for the SortedSet * Fix PortalDatDatabase properties They should only be set once, not executing the getter on every request. Furthermore, SpellBase was referencing the static DatManager via the Unpack command to construct SpellWords. A dat file type should not be referencing the static datmanager. Instead, we use the GetSPellWords that takes the reference to DatManager to generate the same result. * Cleanup loadalllandblocks status output * Improve LoadAllLandblocks comments
19 lines
836 B
C#
19 lines
836 B
C#
using System.Collections.Generic;
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using ACE.Entity.Enum.Properties;
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using ACE.Server.WorldObjects.Entity;
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namespace ACE.Server.WorldObjects
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{
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partial class Creature
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{
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public readonly Dictionary<PropertyAttribute, CreatureAttribute> Attributes = new Dictionary<PropertyAttribute, CreatureAttribute>();
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public CreatureAttribute Strength => Attributes[PropertyAttribute.Strength];
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public CreatureAttribute Endurance => Attributes[PropertyAttribute.Endurance];
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public CreatureAttribute Coordination => Attributes[PropertyAttribute.Coordination];
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public CreatureAttribute Quickness => Attributes[PropertyAttribute.Quickness];
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public CreatureAttribute Focus => Attributes[PropertyAttribute.Focus];
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public CreatureAttribute Self => Attributes[PropertyAttribute.Self];
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}
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}
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