Huge wilderness data audit and correction, including the following areas
Frozen Waste Plateau (Within members gate) Agility Course Pirate Cove Mage Arena Area Mage Arena Inside Mage Arena Deserted Keep Magic Axe Hut Near Deserted Keep below Magic Axe Hut Scorpion Pit Chaos Elemental Rogues' Castle Top Right Volcano Lava Maze Red dragon Isle Mining Hobgoblin Area Canoe area Wilderness Volcano Forgotten Cemetery West of Stealing Creation Stealing Creation Ruins right side Front of Ruins Demonic Ruins Near Corp Cave Ruins left side Graveyard of Shadows Bandit Camp Spider Mound near Sapphire Gems Dark Warrior Fortress Clan Wars Ruins south of clan wars Chaos Altar Bottom East
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@@ -53,6 +53,9 @@ public class PickableDoorHandler extends OptionHandler {
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pickableDoors.add(new PickableDoor(new Location[]{Location.create(2579, 3307, 1)}, 61, 50));
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pickableDoors.add(new PickableDoor(new Location[]{Location.create(3018, 3187, 0)}, 1, 0.0));
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pickableDoors.add(new PickableDoor(new Location[]{Location.create(2601, 9482, 0)}, 82, 0.0, true));
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pickableDoors.add(new PickableDoor(new Location[]{Location.create(3044, 3956, 0)}, 39, 35.0, true, true));
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pickableDoors.add(new PickableDoor(new Location[]{Location.create(3041, 3959, 0)}, 39, 35.0, true, true));
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pickableDoors.add(new PickableDoor(new Location[]{Location.create(3038, 3956, 0)}, 39, 35.0, true, true));
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return this;
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}
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@@ -122,6 +125,27 @@ public class PickableDoorHandler extends OptionHandler {
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*/
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private final boolean lockpick;
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/**
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* If the door should be flipped around when checking for which side requires lockpicking.
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*/
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private final boolean flipped;
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/**
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* Constructs a new {@code PickableDoor} {@code Object}.
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* @param locations the locations.
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* @param level the level.
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* @param experience the experience.
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* @param lockpick the lock pick.
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* @param flipped the door to be flipped when lockpicking.
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*/
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public PickableDoor(final Location[] locations, int level, double experience, boolean lockpick, boolean flipped) {
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this.locations = locations;
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this.level = level;
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this.experience = experience;
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this.lockpick = lockpick;
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this.flipped = flipped;
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}
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/**
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* Constructs a new {@code PickableDoor} {@code Object}.
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* @param locations the locations.
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@@ -130,10 +154,7 @@ public class PickableDoorHandler extends OptionHandler {
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* @param lockpick the lock pick.
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*/
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public PickableDoor(final Location[] locations, int level, double experience, boolean lockpick) {
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this.locations = locations;
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this.level = level;
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this.experience = experience;
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this.lockpick = lockpick;
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this(locations, level, experience, lockpick, false);
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}
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/**
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@@ -159,7 +180,7 @@ public class PickableDoorHandler extends OptionHandler {
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* @param object the object.
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*/
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public void open(Player player, Scenery object) {
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if (isInside(player, object)) {
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if (isInside(player, object) != flipped) {
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DoorActionHandler.handleAutowalkDoor(player, object);
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player.getPacketDispatch().sendMessage("You go through the door.");
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} else {
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@@ -174,7 +195,7 @@ public class PickableDoorHandler extends OptionHandler {
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*/
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public void pickLock(Player player, Scenery object) {
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boolean success = RandomFunction.random(12) >= 4;
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if (isInside(player, object)) {
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if (isInside(player, object) != flipped) {
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player.getPacketDispatch().sendMessage("The door is already unlocked.");
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return;
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}
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