public void Lockdown() { //teleporters do not need to be forcibly shut, as they simply won't function if they're not on. //TODO: if the teleporter is visible, have it report something? //don't bother tossing them if there's no toss point defined if (_TossPoint == Point3D.Zero || _TossMap == Map.Internal) { return; } IPooledEnumerable ie = GuardedMap.GetMobilesInBounds(GuardedRegion); List <Mobile> totoss = new List <Mobile>(); foreach (Mobile m in ie) { //toss players and pets if (m is PlayerMobile || m is BaseCreature && ((BaseCreature)m).Controlled) { totoss.Add(m); } } ie.Free(); foreach (Mobile m in totoss) { m.MoveToWorld(_TossPoint, _TossMap); } }
public void Lockdown() { //slam the door shut! if (Open) { Open = false; } //don't bother tossing them if there's no toss point defined if (_TossPoint == Point3D.Zero || _TossMap == Map.Internal) { return; } IPooledEnumerable ie = GuardedMap.GetMobilesInBounds(GuardedRegion); List <Mobile> totoss = new List <Mobile>(); foreach (Mobile m in ie) { //toss players and pets if (m is PlayerMobile || m is BaseCreature && ((BaseCreature)m).Controlled) { totoss.Add(m); } } ie.Free(); foreach (Mobile m in totoss) { m.MoveToWorld(_TossPoint, _TossMap); } }