/// <summary> /// Creates a new Corpse for the given owner /// </summary> /// <param name="owner">The owner of this Corpse</param> /// <param name="pos">The position where the Corpse should appear</param> /// <param name="orientation">Orientation of the corpse</param> /// <param name="displayId">The displayid of the corpse</param> /// <param name="face">Face value</param> /// <param name="skin">Skin value</param> /// <param name="hairStyle">Hairstyle</param> /// <param name="hairColor">Haircolor</param> /// <param name="facialHair">Facial hair (beard)</param> /// <param name="guildId">The guild to which the owner of the corpse belongs</param> /// <param name="gender">Gender of the owner</param> /// <param name="race">Race of the owner</param> /// <param name="flags">Flags (only skeleton or full corpse)</param> /// <param name="dynFlags">Dynamic flags (is it lootable?)</param> public Corpse(Character owner, Vector3 pos, float orientation, uint displayId, byte face, byte skin, byte hairStyle, byte hairColor, byte facialHair, uint guildId, GenderType gender, RaceId race, CorpseFlags flags, CorpseDynamicFlags dynFlags) { EntityId = EntityId.GetCorpseId((uint)Interlocked.Increment(ref lastUID)); DisplayId = displayId; Owner = owner; Type |= ObjectTypes.Corpse; ScaleX = 1; m_position = pos; m_orientation = orientation; Face = face; Skin = skin; HairStyle = hairStyle; HairColor = hairColor; FacialHair = facialHair; GuildId = guildId; Gender = gender; Race = race; Flags = flags; DynamicFlags = dynFlags; }
/// <summary>Creates a new Corpse for the given owner</summary> /// <param name="owner">The owner of this Corpse</param> /// <param name="pos">The position where the Corpse should appear</param> /// <param name="orientation">Orientation of the corpse</param> /// <param name="displayId">The displayid of the corpse</param> /// <param name="face">Face value</param> /// <param name="skin">Skin value</param> /// <param name="hairStyle">Hairstyle</param> /// <param name="hairColor">Haircolor</param> /// <param name="facialHair">Facial hair (beard)</param> /// <param name="guildId">The guild to which the owner of the corpse belongs</param> /// <param name="gender">Gender of the owner</param> /// <param name="race">Race of the owner</param> /// <param name="flags">Flags (only skeleton or full corpse)</param> /// <param name="dynFlags">Dynamic flags (is it lootable?)</param> public Corpse(Character owner, Vector3 pos, float orientation, uint displayId, byte face, byte skin, byte hairStyle, byte hairColor, byte facialHair, uint guildId, GenderType gender, RaceId race, CorpseFlags flags, CorpseDynamicFlags dynFlags) { this.EntityId = EntityId.GetCorpseId((uint)Interlocked.Increment(ref Corpse.lastUID)); this.DisplayId = displayId; this.Owner = owner; this.Type |= ObjectTypes.Corpse; this.ScaleX = 1f; this.m_position = pos; this.m_orientation = orientation; this.Face = face; this.Skin = skin; this.HairStyle = hairStyle; this.HairColor = hairColor; this.FacialHair = facialHair; this.GuildId = guildId; this.Gender = gender; this.Race = race; this.Flags = flags; this.DynamicFlags = dynFlags; }