public Death Aggro(NpcEntity entity) { Death death = null; if (entity != null) { _aggro.TryGetValue(entity, out death); } return(death ?? new Death()); }
public void AggroStart(Player player, NpcEntity target, long start) { if (!PlayerAggro.ContainsKey(player)) { PlayerAggro.Add(player, new Dictionary <NpcEntity, Death>()); } if (!PlayerAggro[player].ContainsKey(target)) { PlayerAggro[player][target] = new Death(); } PlayerAggro[player][target].Start(start); }
public PlayerAbnormals() { Times = new Dictionary <HotDot, AbnormalityDuration>(); Death = new Death(); _aggro = new Dictionary <NpcEntity, Death>(); }