/// <summary> /// This method sets a player state to unconcious or dead based /// </summary> /// <param name="player"></param> /// <param name="enemy"></param> private static void UpdatePlayerState(User.User player, User.User enemy) { if (enemy.Player.IsUnconcious()) { SendDeadOrUnconciousMessage(player, enemy); } if (enemy.Player.IsDead()) { SendDeadOrUnconciousMessage(player, enemy, true); Character.NPC npc = enemy.Player as Character.NPC; if (npc != null) { npc.CalculateXP(); npc.Fsm.ChangeState(AI.Rot.GetState(), npc); enemy.Player = npc; enemy.Player.Save(); } } }