public MainLogics SetLogic(MainLogics newlogic) { if (saveMylife) { return(current); } if (newlogic != MainLogics.PushLogic) { pushLogic.Deactivate(); } MainLogics old = current; //Chat.Print("Changing logic, old = " + old.ToString() + " & new = " + newlogic.ToString()); switch (current) { case MainLogics.SurviLogic: surviLogic.Deactivate(); break; case MainLogics.RecallLogic: recallLogic.Deactivate(); break; case MainLogics.CombatLogic: combatLogic.Deactivate(); break; } switch (newlogic) { case MainLogics.PushLogic: pushLogic.Activate(); break; case MainLogics.LoadLogic: loadLogic.Activate(); break; case MainLogics.SurviLogic: surviLogic.Activate(); break; case MainLogics.RecallLogic: recallLogic.Activate(); break; case MainLogics.CombatLogic: combatLogic.Activate(); break; } current = newlogic; return(old); }
public MainLogics SetLogic(MainLogics newlogic) { if (SaveMylife) { return(Current); } if (newlogic != MainLogics.PushLogic) { PushLogic.Deactivate(); } MainLogics old = Current; switch (Current) { case MainLogics.SurviLogic: SurviLogic.Deactivate(); break; case MainLogics.RecallLogic: RecallLogic.Deactivate(); break; case MainLogics.CombatLogic: CombatLogic.Deactivate(); break; } switch (newlogic) { case MainLogics.PushLogic: PushLogic.Activate(); break; case MainLogics.LoadLogic: LoadLogic.Activate(); break; case MainLogics.SurviLogic: SurviLogic.Activate(); break; case MainLogics.RecallLogic: RecallLogic.Activate(); break; case MainLogics.CombatLogic: CombatLogic.Activate(); break; } Current = newlogic; return(old); }
public MainLogics SetLogic(MainLogics newlogic) { if (saveMylife) { return(current); } if (newlogic != MainLogics.PushLogic) { pushLogic.Deactivate(); } MainLogics old = current; switch (current) { case MainLogics.SurviLogic: surviLogic.Deactivate(); break; case MainLogics.RecallLogic: recallLogic.Deactivate(); break; case MainLogics.CombatLogic: combatLogic.Deactivate(); break; } switch (newlogic) { case MainLogics.PushLogic: pushLogic.Activate(); break; case MainLogics.LoadLogic: loadLogic.Activate(); break; case MainLogics.SurviLogic: surviLogic.Activate(); break; case MainLogics.RecallLogic: recallLogic.Activate(); break; case MainLogics.CombatLogic: combatLogic.Activate(); break; } current = newlogic; return(old); }
public MainLogics SetLogic(MainLogics newlogic) { if (saveMylife) return current; if (newlogic != MainLogics.PushLogic) pushLogic.Deactivate(); MainLogics old = current; switch (current) { case MainLogics.SurviLogic: surviLogic.Deactivate(); break; case MainLogics.RecallLogic: recallLogic.Deactivate(); break; case MainLogics.CombatLogic: combatLogic.Deactivate(); break; } switch (newlogic) { case MainLogics.PushLogic: pushLogic.Activate(); break; case MainLogics.LoadLogic: loadLogic.Activate(); break; case MainLogics.SurviLogic: surviLogic.Activate(); break; case MainLogics.RecallLogic: recallLogic.Activate(); break; case MainLogics.CombatLogic: combatLogic.Activate(); break; } current = newlogic; return old; }