public void Update(long currentTime) { MobStatValue endFlag = 0; BuffPhysicalDamage.TryReset(currentTime, ref endFlag); BuffPhysicalDefense.TryReset(currentTime, ref endFlag); BuffMagicDamage.TryReset(currentTime, ref endFlag); BuffMagicDefense.TryReset(currentTime, ref endFlag); BuffAccurrency.TryReset(currentTime, ref endFlag); BuffEvasion.TryReset(currentTime, ref endFlag); BuffSpeed.TryReset(currentTime, ref endFlag); BuffStun.TryReset(currentTime, ref endFlag); BuffFreeze.TryReset(currentTime, ref endFlag); BuffPoison.TryReset(currentTime, ref endFlag); BuffSeal.TryReset(currentTime, ref endFlag); BuffDarkness.TryReset(currentTime, ref endFlag); BuffPowerUp.TryReset(currentTime, ref endFlag); BuffMagicUp.TryReset(currentTime, ref endFlag); BuffPowerGuardUp.TryReset(currentTime, ref endFlag); BuffMagicGuardUp.TryReset(currentTime, ref endFlag); BuffPhysicalImmune.TryReset(currentTime, ref endFlag); BuffMagicImmune.TryReset(currentTime, ref endFlag); BuffDoom.TryReset(currentTime, ref endFlag); BuffWeb.TryReset(currentTime, ref endFlag); BuffHardSkin.TryReset(currentTime, ref endFlag); BuffAmbush.TryReset(currentTime, ref endFlag); BuffVenom.TryReset(currentTime, ref endFlag); BuffBlind.TryReset(currentTime, ref endFlag); BuffSealSkill.TryReset(currentTime, ref endFlag); if (endFlag > 0) { MobPacket.SendMobStatsTempReset(Mob, endFlag); } }