public Player(Connection connection)
 {
     this.connection = connection; //without this, new Packets(this); wouldn't function.
     if(connection != null)
         loginDetails = connection.getLoginDetails();
     appearance = new Appearance();
     follow = new Follow(this);
     bank = new Bank(this);
     inventory = new Inventory(this);
     equipment = new Equipment(this);
     friends = new Friends(this);
     prayers = new Prayers(this);
     skills = new Skills(this);
     attackStyle = new AttackStyle();
     packets = new Packets(this);
     localEnvironment = new LocalEnvironment(this);
     updateFlags = new AppearanceUpdateFlags(this);
     walkingQueue = new WalkingQueue(this);
     specialAttack = new SpecialAttack(this);
     chat = true;
     split = false;
     mouse = true;
     aid = false;
     magicType = 1;
     achievementDiaryTab = false;
     forgeCharge = 40;
     smallPouchAmount = 0;
     mediumPouchAmount = 0;
     largePouchAmount = 0;
     giantPouchAmount = 0;
     defenderWave = 0;
     autoRetaliate = false;
     vengeance = false;
     lastVengeanceTime = 0;
     poisonAmount = 0;
     specialAmount = 100;
     skullCycles = 0;
     recoilCharges = 40;
     barrowTunnel = -1;
     barrowKillCount = 0;
     barrowBrothersKilled = new bool[6];
     slayerPoints = 0;
     removedSlayerTasks = new string[4];
     for (int i = 0; i < removedSlayerTasks.Length; i++)
     {
         removedSlayerTasks[i] = "-";
     }
     agilityArenaStatus = 0;
     taggedLastAgilityPillar = false;
     paidAgilityArena = false;
     teleblockTime = 0;
     lastHit = -1;
     prayerDrainRate = 0;
     superAntipoisonCycles = 0;
     antifireCycles = 0;
     tradeRequests = new List<Player>();
     duelRequests = new List<Player>();
 }
	    public Entity() {
            this.entityFocusId = -1;
            queuedHits = new Queue<Hits.Hit>();
            hits = new Hits();
            visible = true;
            dead = false;
            target = null;
            attacker = null;
            combatTurns = 0;
            poisonAmount = 0;
            damageTaken = 0; //this is used for small damages such as 0.10 etc. when it reaches 1.0 it will take 1 hp off health.
            killers = new Dictionary<Entity, double>();
            temporaryAttributes = new Dictionary<string, Object>();
            follow = new Follow(this);
            sprite = new Sprite();
            this.location = new Location(2322 + misc.random(1), 3171 + misc.random(5), 0);
	    }
Beispiel #3
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 public Entity()
 {
     this.entityFocusId = -1;
     queuedHits         = new Queue <Hits.Hit>();
     hits                = new Hits();
     visible             = true;
     dead                = false;
     target              = null;
     attacker            = null;
     combatTurns         = 0;
     poisonAmount        = 0;
     damageTaken         = 0; //this is used for small damages such as 0.10 etc. when it reaches 1.0 it will take 1 hp off health.
     killers             = new Dictionary <Entity, double>();
     temporaryAttributes = new Dictionary <string, Object>();
     follow              = new Follow(this);
     sprite              = new Sprite();
     this.location       = new Location(2322 + misc.random(1), 3171 + misc.random(5), 0);
 }