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+ Add MONO to Makefile compile definitions. + Update Ultima SDK to support MONO compile definition. + Rename Properties Gump parent directory to prevent VS issues. + Console error messages will now use red instead of dark red font. + Add crash state handler function to Core. + AI optimizations and housekeeping. + Context Menu optimizations and housekeeping. + Add ability to drop throttled packets. + Add string parsing support to Rectangle3D. + Optimize guild messages and chat. + IAddon implements IChopable. + Add more flexibility for altering Mobile names. + Add ability to enable or disable OPL for individual mobiles. + Optimize damaging regions and ensure timers are removed properly. + Update Welcome Timer with more intuitive message groups. + Normalize all virtue related objects to the Server.Services.Virtues namespace. + Add ability for ISpawner to append OPL and Context Menus to their spawn. + Add EventSink events for obtaining items, equipping items, context menus, and world broadcasts. + Add ability to lock a creature's direction and movement regardless of AI manipulation. + Add ability to dynamically change a creature's approach range and wait state. + Add extended enumeration features for AOS attributes. + Add ability to control whether creatures have blood, and its color. + Expose corpse flag manipulation methods. + Add ability to prevent criminal action when looting a corpse. + Corpse will now be permanently tagged as murderer at time of death if owner is a murderer. + Add TextDefinition support for Commodity Deed descriptions. + House add-on and component optimizations and housekeeping. + Item light is no longer backed by the direction property. + ITool implements IEntity. + Prevent trading of Siege Bless items. + Guards are naturally be immune to guards. + Siege Shard initialization housekeeping. + Character Creation housekeeping. + Generic commands housekeeping. + Add Mark command for staff.
40 lines
No EOL
1.1 KiB
C#
40 lines
No EOL
1.1 KiB
C#
namespace Server.Targeting
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{
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public class LandTarget : IPoint3D
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{
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private Point3D m_Location;
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private readonly int m_TileID;
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public LandTarget(Point3D location, Map map)
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{
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m_Location = location;
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if (map != null)
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{
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m_Location.Z = map.GetAverageZ(m_Location.X, m_Location.Y);
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m_TileID = map.Tiles.GetLandTile(m_Location.X, m_Location.Y).ID & TileData.MaxLandValue;
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}
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}
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[CommandProperty(AccessLevel.Counselor)]
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public string Name { get { return TileData.LandTable[m_TileID].Name; } }
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[CommandProperty(AccessLevel.Counselor)]
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public TileFlag Flags { get { return TileData.LandTable[m_TileID].Flags; } }
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[CommandProperty(AccessLevel.Counselor)]
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public int TileID { get { return m_TileID; } }
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[CommandProperty(AccessLevel.Counselor)]
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public Point3D Location { get { return m_Location; } }
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[CommandProperty(AccessLevel.Counselor)]
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public int X { get { return m_Location.X; } }
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[CommandProperty(AccessLevel.Counselor)]
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public int Y { get { return m_Location.Y; } }
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[CommandProperty(AccessLevel.Counselor)]
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public int Z { get { return m_Location.Z; } }
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}
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} |