/// <summary> /// Restore a WorldObject from the database. /// </summary> public Corpse(Biota biota) : base(biota) { SetEphemeralValues(); // for player corpses restored from database, // ensure any floating corpses fall to the ground BumpVelocity = true; }
/// <summary> /// Restore a WorldObject from the database. /// </summary> public Sentinel(Biota biota, IEnumerable <Biota> inventory, IEnumerable <Biota> wieldedItems, Character character, Session session) : base(biota, inventory, wieldedItems, character, session) { if (!Character.IsPlussed) { Character.IsPlussed = true; CharacterChangesDetected = true; } SetEphemeralValues(); }
/// <summary> /// Restore a WorldObject from the database. /// </summary> public Player(Biota biota, IEnumerable <Biota> inventory, IEnumerable <Biota> wieldedItems, Character character, Session session) : base(biota) { Character = character; Session = session; Account = DatabaseManager.Authentication.GetAccountById(Character.AccountId); SetEphemeralValues(); SortBiotasIntoInventory(inventory); AddBiotasToEquippedObjects(wieldedItems); UpdateCoinValue(false); }
/// <summary> /// Restore a WorldObject from the database. /// </summary> public SpellProjectile(Biota biota) : base(biota) { SetEphemeralValues(); }
/// <summary> /// Restore a WorldObject from the database. /// </summary> public ManaStone(Biota biota) : base(biota) { SetEphemeralValues(); }
/// <summary> /// Restore a WorldObject from the database. /// </summary> public Admin(Biota biota, IEnumerable <Biota> inventory, IEnumerable <Biota> wieldedItems, Character character, Session session) : base(biota, inventory, wieldedItems, character, session) { SetEphemeralValues(); }
/// <summary> /// Restore a WorldObject from the database. /// </summary> public Clothing(Biota biota) : base(biota) { SetEphemeralValues(); }
/// <summary> /// Restore a WorldObject from the database. /// </summary> public MissileLauncher(Biota biota) : base(biota) { SetEphemeralValues(); }
/// <summary> /// Restore a WorldObject from the database. /// </summary> public Scroll(Biota biota) : base(biota) { SetEphemeralValues(); }
/// <summary> /// Restore a WorldObject from the database. /// </summary> public MeleeWeapon(Biota biota) : base(biota) { SetEphemeralValues(); }
/// <summary> /// Restore a WorldObject from the database. /// </summary> public Food(Biota biota) : base(biota) { SetEphemeralValues(); }
/// <summary> /// Restore a WorldObject from the database. /// </summary> public Ammunition(Biota biota) : base(biota) { SetEphemeralValues(); }
/// <summary> /// Restore a WorldObject from the database. /// </summary> public LightSource(Biota biota) : base(biota) { SetEphemeralValues(); }
/// <summary> /// Restore a WorldObject from the database. /// </summary> public Switch(Biota biota) : base(biota) { SetEphemeralValues(); }
/// <summary> /// Restore a WorldObject from the database. /// </summary> public Lockpick(Biota biota) : base(biota) { SetEphemeralValues(); }
/// <summary> /// Restore a WorldObject from the database. /// </summary> public AdvocateItem(Biota biota) : base(biota) { SetEphemeralValues(); }
/// <summary> /// Restore a WorldObject from the database. /// </summary> public GenericObject(Biota biota) : base(biota) { SetEphemeralValues(); }
/// <summary> /// Restore a WorldObject from the database. /// </summary> public PKModifier(Biota biota) : base(biota) { SetEphemeralValues(); }
/// <summary> /// Restore a WorldObject from the database. /// </summary> public Coin(Biota biota) : base(biota) { SetEphemeralValues(); }
/// <summary> /// Restore a WorldObject from the database. /// </summary> public Hooker(Biota biota) : base(biota) { SetEphemeralValues(); }
/// <summary> /// Restore a WorldObject from the database. /// </summary> public Key(Biota biota) : base(biota) { SetEphemeralValues(); }
public Hotspot(Biota biota) : base(biota) { SetEphemeralValues(); }
/// <summary> /// Restore a WorldObject from the database. /// </summary> public Bindstone(Biota biota) : base(biota) { SetEphemeralValues(); }
/// <summary> /// Restore a WorldObject from the database. /// Any properties tagged as Ephemeral will be removed from the biota. /// </summary> public static WorldObject CreateWorldObject(Biota databaseBiota) { var biota = ACE.Database.Adapter.BiotaConverter.ConvertToEntityBiota(databaseBiota); return(CreateWorldObject(biota)); }
/// <summary> /// Restore a WorldObject from the database. /// </summary> public Portal(Biota biota) : base(biota) { SetEphemeralValues(); }
/// <summary> /// Restore a WorldObject from the database. /// </summary> public CombatPet(Biota biota) : base(biota) { SetEphemeralValues(); }
/// <summary> /// Restore a WorldObject from the database. /// </summary> public GamePiece(Biota biota) : base(biota) { SetEphemeralValues(); }
/// <summary> /// Restore a WorldObject from the database. /// </summary> public PressurePlate(Biota biota) : base(biota) { SetEphemeralValues(); }
/// <summary> /// Restore a WorldObject from the database. /// </summary> public Stackable(Biota biota) : base(biota) { SetEphemeralValues(); }
/// <summary> /// Restore a WorldObject from the database. /// </summary> public CraftTool(Biota biota) : base(biota) { SetEphemeralValues(); }