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219 lines
7.1 KiB
219 lines
7.1 KiB
3 years ago
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/**
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* Command for giving players weapons or other items.
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* Copyright 2021 Anton Tarasenko
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*------------------------------------------------------------------------------
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* This file is part of Acedia.
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*
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* Acedia is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, version 3 of the License, or
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* (at your option) any later version.
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*
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* Acedia is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
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*/
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class ACommandGive extends Command;
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protected function BuildData(CommandDataBuilder builder)
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{
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builder.Name(P("give")).Summary(P("Gives player specified weapon / item."));
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builder.RequireTarget();
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builder.ParamTextList(P("items"))
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.Describe(P("Gives players a specified item."));
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builder.Option(P("force"))
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.Describe(P("Due to inventory limitations, this command might refuse to"
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@ "add specified weapons. Using this flag makes it try to resolve"
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@ "situation and allow adding specified weapon. But results are"
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@ "still not guaranteed."));
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builder.Option(P("clear"))
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.Describe(F("Clears target's inventory before adding new weapons."
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@ "By default destroys inventory. Setting optional parameter to"
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@ "{$TypeBoolean 'true'} will make game try to keep items,"
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@ "e.g. by just dropping them on the floor."))
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.OptionalParams()
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.ParamBoolean(P("keep-items"));
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}
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protected function ExecutedFor(APlayer player, CommandCall result)
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{
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local int i;
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local bool doForce;
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local Text itemTemplate, itemName;
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local array<Text> addedItems, rejectedItems;
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local APlayer callerPlayer;
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local EInventory inventory;
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local EItemTemplateInfo templateInfo;
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local AssociativeArray options;
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local DynamicArray itemsToAdd;
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callerPlayer = result.GetCallerPlayer();
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inventory = player.GetInventory();
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itemsToAdd = result.GetParameters().GetDynamicArray(P("items"));
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options = result.GetOptions();
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doForce = options.HasKey(P("force"));
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if (options.HasKey(P("clear"))) {
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inventory.RemoveAll(options.GetBoolBy(P("/clear/keep-items")));
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}
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for (i = 0; i < itemsToAdd.GetLength(); i += 1)
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{
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itemTemplate = GetTemplate(itemsToAdd.GetText(i));
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templateInfo = _.kf.GetItemTemplateInfo(itemTemplate);
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if (templateInfo != none) {
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itemName = templateInfo.GetName();
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}
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else {
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itemName = itemTemplate.Copy();
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}
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if (inventory.AddTemplate(itemTemplate, doForce)) {
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addedItems[addedItems.length] = itemName;
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}
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else {
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rejectedItems[rejectedItems.length] = itemName;
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}
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_.memory.Free(itemTemplate);
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itemTemplate = none;
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itemName = none;
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}
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ReportResultsToCaller(callerPlayer, player, addedItems, rejectedItems);
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AnnounceGivingItems(callerPlayer, player, addedItems);
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_.memory.Free(inventory);
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_.memory.FreeMany(addedItems);
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_.memory.FreeMany(rejectedItems);
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}
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protected function Text GetTemplate(Text userItemName)
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{
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if (userItemName == none) {
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return none;
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}
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if (userItemName.StartsWith(P("$"))) {
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return _.alias.ResolveWeapon(userItemName, true);
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}
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return userItemName.Copy();
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}
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protected function bool GiveItemTo(
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Text itemTemplate,
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EInventory inventory,
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bool doForce)
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{
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local bool addedSuccessfully;
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if (itemTemplate == none) {
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return false;
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}
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if (!itemTemplate.StartsWith(P("$"))) {
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addedSuccessfully = inventory.AddTemplate(itemTemplate);
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}
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else
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{
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itemTemplate = _.alias.ResolveWeapon(itemTemplate, true);
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addedSuccessfully = inventory.AddTemplate(itemTemplate, doForce);
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_.memory.Free(itemTemplate);
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}
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return addedSuccessfully;
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}
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protected function ReportResultsToCaller(
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APlayer caller,
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APlayer target,
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array<Text> addedItems,
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array<Text> rejectedItems)
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{
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local int i;
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local Text targetName;
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local ConsoleWriter console;
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if (addedItems.length <= 0 && rejectedItems.length <= 0) {
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return;
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}
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console = caller.Console();
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targetName = target.GetName();
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console.Write(F("{$TextEmphasis Giving} weapons to "))
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.Write(targetName).Write(P(": "));
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targetName.FreeSelf();
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if (addedItems.length > 0)
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{
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console.Write(F("{$TextPositive successfully} gave "));
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for (i = 0; i < addedItems.length; i += 1)
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{
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if (i > 0)
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{
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if (i == addedItems.length - 1) {
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console.Write(P(" and "));
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}
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else {
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console.Write(P(", "));
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}
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}
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console.UseColorOnce(_.color.TextSubtle).Write(addedItems[i]);
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}
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}
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if (rejectedItems.length > 0)
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{
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if (addedItems.length > 0) {
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console.Write(F(", {$TextNegative but} "));
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}
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console.Write(F("{$TextNegative failed} to give "));
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for (i = 0; i < rejectedItems.length; i += 1)
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{
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if (i > 0)
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{
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if (i == rejectedItems.length - 1) {
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console.Write(P(" and "));
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}
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else {
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console.Write(P(", "));
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}
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}
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console.UseColorOnce(_.color.TextSubtle).Write(rejectedItems[i]);
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}
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}
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console.Flush();
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}
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protected function AnnounceGivingItems(
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APlayer caller,
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Aplayer target,
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array<Text> addedItems)
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{
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local int i;
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local Text targetName;
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local MutableText message;
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local ConsoleWriter console;
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local Text.Formatting itemNameFormatting;
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if (addedItems.length <= 0) {
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return;
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}
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message = _.text.Empty();
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itemNameFormatting = _.text.FormattingFromColor(_.color.TextSubtle);
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message.Append(F("{$TextPositive given}: "));
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for (i = 0; i < addedItems.length; i += 1)
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{
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if (i > 0)
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{
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if (i == addedItems.length - 1) {
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message.Append(P(" and "));
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}
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else {
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message.Append(P(", "));
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}
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}
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message.Append(addedItems[i], itemNameFormatting);
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}
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targetName = target.GetName();
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console = _.console.ForAll().ButPlayer(caller).ButPlayer(target)
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.Write(targetName).Write(P(" was ")).Say(message);
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if (caller != target) {
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console.ForPlayer(target).Write(P("You were ")).Say(message);
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}
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console.FreeSelf();
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message.FreeSelf();
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targetName.FreeSelf();
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}
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defaultproperties
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{
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}
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