mirror of
https://github.com/ServUO/ServUO
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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.
36 lines
No EOL
730 B
C#
36 lines
No EOL
730 B
C#
#region References
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using Server.Network;
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#endregion
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namespace Server.Targeting
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{
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public abstract class MultiTarget : Target
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{
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public int MultiID { get; set; }
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public Point3D Offset { get; set; }
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protected MultiTarget(int multiID, Point3D offset)
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: this(multiID, offset, 10, true, TargetFlags.None)
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{ }
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protected MultiTarget(int multiID, Point3D offset, int range, bool allowGround, TargetFlags flags)
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: base(range, allowGround, flags)
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{
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MultiID = multiID;
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Offset = offset;
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}
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public override Packet GetPacketFor(NetState ns)
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{
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if (ns.HighSeas)
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{
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return new MultiTargetReqHS(this);
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}
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else
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{
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return new MultiTargetReq(this);
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}
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}
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}
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} |