private void Clear(bool returnKeys) { for (var index = 0; index < m_Braziers.Count; index++) { PeerlessKeyBrazier brazier = m_Braziers[index]; Item key = brazier.Key; if (key == null) { continue; } if (returnKeys) { key.Movable = true; m_Summoner.PlaceInBackpack(key); } else { key.Delete(); } brazier.Key = null; } if (returnKeys) { m_Summoner.SendLocalizedMessage(1113576); // Your sacrificial keys have been returned to you. } m_Summoner = null; }
protected void AddBrazier(int x, int y, int z) { PeerlessKeyBrazier brazier = new PeerlessKeyBrazier(this); m_Braziers.Add(brazier); AddComponent(brazier, x, y, z); }
public void Validate() { if (m_KeyExpireTimer != null) { m_KeyExpireTimer.Stop(); } for (var index = 0; index < m_Braziers.Count; index++) { PeerlessKeyBrazier brazier = m_Braziers[index]; if (!Validate(brazier)) { m_KeyExpireTimer = Timer.DelayCall(TimeSpan.FromMinutes(1.0), delegate { Clear(false); }); return; } } List <Mobile> party = GetParty(m_Summoner); List <Mobile> invalid; if (!ValidateMembers(party, out invalid)) { m_Summoner.SendLocalizedMessage(1113574); // Your party cannot join the queue because the following members have already registered with another group: for (var index = 0; index < invalid.Count; index++) { Mobile m = invalid[index]; m_Summoner.SendMessage(m.Name); } Clear(true); } else { PeerlessInstance instance = AcquireEmptyInstance(); if (instance == null) { m_PartyQueue.Enqueue(party); m_Summoner.SendLocalizedMessage(1113575); // Your party has been successfully added to the queue for this instance. } else { instance.Activate(); new InstanceEnterGate(instance, party).MoveToWorld(new Point3D(X, Y, Z + 5), Map); } Clear(false); } }
private bool Validate(PeerlessKeyBrazier brazier) { return(brazier.Key != null && !brazier.Key.Deleted); }
private bool Validate( PeerlessKeyBrazier brazier ) { return brazier.Key != null && !brazier.Key.Deleted; }
protected void AddBrazier( int x, int y, int z ) { PeerlessKeyBrazier brazier = new PeerlessKeyBrazier( this ); m_Braziers.Add( brazier ); AddComponent( brazier, x, y, z ); }