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# returns System.Boolean
pass
def get_LastRestock():
# returns System.DateTime
pass
def set_LastRestock(value):
# returns System.Void
pass
def get_RestockDelay():
# returns System.TimeSpan
pass
def Restock():
# returns System.Void
pass
class Server.IPoint2D:
X = None
Y = None
def get_X():
# returns System.Int32
pass
def get_Y():
# returns System.Int32
pass
class Server.IPoint3D:
Z = None
def get_Z():
# returns System.Int32
pass
class Server.ICarvable:
def Carve(from, item):
# returns System.Boolean
pass
class Server.IWeapon:
MaxRange = None
def get_MaxRange():
# returns System.Int32
pass
def OnBeforeSwing(attacker, damageable):
# returns System.Void
pass
def OnSwing(attacker, damageable):
# returns System.TimeSpan
pass
def GetStatusDamage(from, min, max):
# returns System.Void
pass
def GetDelay(attacker):
# returns System.TimeSpan
pass
class Server.IHued:
HuedItemID = None
def get_HuedItemID():
# returns System.Int32
pass
class Server.ISpell:
ID = None
IsCasting = None
def get_ID():
# returns System.Int32
pass
def get_IsCasting():
# returns System.Boolean
pass
def OnCasterHurt():
# returns System.Void
pass
def OnCasterKilled():
# returns System.Void
pass
def OnConnectionChanged():
# returns System.Void
pass
def OnCasterMoving(d):
# returns System.Boolean
pass
def CheckMovement(caster):
# returns System.Boolean
pass
def OnCasterEquiping(item):
# returns System.Boolean
pass
def OnCasterUsingObject(o):
# returns System.Boolean
pass
def OnCastInTown(r):
# returns System.Boolean
pass