Ported .Net Core commits:
hondacrx: - Initial commit: Switch to .Net Core 2.0 - Fix build and removed not needed files Fabi: - Updated solution platforms. - Changed folder structure. - Change library target framework to netstandard2.0. - Updated solution platforms again... - Removed windows specific kernel32 function usage (Ctrl-C handler).
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/*
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* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
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*
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* This program 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, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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namespace Framework.Constants
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{
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public enum RollType
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{
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Pass = 0,
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Need = 1,
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Greed = 2,
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Disenchant = 3,
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NotEmitedYet = 4,
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NotValid = 5,
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MaxTypes = 4,
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}
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public enum RollMask
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{
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Pass = 0x01,
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Need = 0x02,
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Greed = 0x04,
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Disenchant = 0x08,
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AllNoDisenchant = 0x07,
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AllMask = 0x0f
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}
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public enum LootMethod
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{
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FreeForAll = 0,
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MasterLoot = 2,
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GroupLoot = 3,
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PersonalLoot = 5
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}
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public enum LootModes
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{
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Default = 0x1,
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HardMode1 = 0x2,
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HardMode2 = 0x4,
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HardMode3 = 0x8,
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HardMode4 = 0x10,
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JunkFish = 0x8000
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}
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public enum PermissionTypes
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{
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All = 0,
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Group = 1,
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Master = 2,
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Restricted = 3,
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Owner = 5,
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None = 6
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}
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public enum LootType
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{
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None = 0,
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Corpse = 1,
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Pickpocketing = 2,
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Fishing = 3,
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Disenchanting = 4,
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// Ignored Always By Client
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Skinning = 6,
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Prospecting = 7,
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Milling = 8,
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Fishinghole = 20, // Unsupported By Client, Sending Fishing Instead
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Insignia = 21, // Unsupported By Client, Sending Corpse Instead
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FishingJunk = 22 // unsupported by client, sending LOOT_FISHING instead
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}
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public enum LootError
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{
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DidntKill = 0, // You don't have permission to loot that corpse.
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TooFar = 4, // You are too far away to loot that corpse.
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BadFacing = 5, // You must be facing the corpse to loot it.
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Locked = 6, // Someone is already looting that corpse.
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NotStanding = 8, // You need to be standing up to loot something!
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Stunned = 9, // You can't loot anything while stunned!
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PlayerNotFound = 10, // Player not found
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PlayTimeExceeded = 11, // Maximum play time exceeded
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MasterInvFull = 12, // That player's inventory is full
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MasterUniqueItem = 13, // Player has too many of that item already
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MasterOther = 14, // Can't assign item to that player
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AlreadPickPocketed = 15, // Your target has already had its pockets picked
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NotWhileShapeShifted = 16, // You can't do that while shapeshifted.
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NoLoot = 17 // There is no loot.
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}
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// type of Loot Item in Loot View
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public enum LootSlotType
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{
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AllowLoot = 0, // Player Can Loot The Item.
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RollOngoing = 1, // Roll Is Ongoing. Player Cannot Loot.
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Locked = 2, // Item Is Shown In Red. Player Cannot Loot.
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Master = 3, // Item Can Only Be Distributed By Group Loot Master.
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Owner = 4 // Ignore Binding Confirmation And Etc, For Single Player Looting
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}
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}
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