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# returns System.Void
pass
def GetContextMenuEntries(from, list):
# returns System.Void
pass
def DisplayContextMenu(from):
# returns System.Boolean
pass
def VerifyMove(from):
# returns System.Boolean
pass
def OnParentKill(target, corpse):
# returns System.Void
pass
def OnParentDeath(parent):
# returns Server.DeathMoveResult
pass
def OnInventoryDeath(parent):
# returns Server.DeathMoveResult
pass
def MoveToWorld(location):
# returns System.Void
pass
def LabelTo(to, number):
# returns System.Void
pass
def LabelTo(to, number, args):
# returns System.Void
pass
def LabelTo(to, text):
# returns System.Void
pass
def LabelTo(to, format, args):
# returns System.Void
pass
def LabelToAffix(to, number, type, affix):
# returns System.Void
pass
def LabelToAffix(to, number, type, affix, args):
# returns System.Void
pass
def LabelLootTypeTo(to):
# returns System.Void
pass
def AtWorldPoint(x, y):
# returns System.Boolean
pass
def AtPoint(x, y):
# returns System.Boolean
pass
def MoveToWorld(location, map):
# returns System.Void
pass
def get_HonestyItem():
# returns System.Boolean
pass
def set_HonestyItem(value):
# returns System.Void
pass
def get_Deleted():
# returns System.Boolean
pass
def get_LootType():
# returns Server.LootType
pass
def set_LootType(value):
# returns System.Void
pass
def get_IsArtifact():
# returns System.Boolean
pass
def get_DefaultDecayTime():
# returns System.TimeSpan
pass
def set_DefaultDecayTime(value):
# returns System.Void
pass
def get_DecayMultiplier():
# returns System.Int32
pass
def get_DefaultDecaySetting():
# returns System.Boolean
pass
def get_DecayTime():
# returns System.TimeSpan
pass
def get_Decays():
# returns System.Boolean
pass
def get_TimeToDecay():
# returns System.TimeSpan
pass
def OnDecay():
# returns System.Boolean
pass
def SetLastMoved():
# returns System.Void
pass
def get_LastMoved():
# returns System.DateTime