public void Close()
 {
     m_healthtimer.Stop();
     m_healthtimer.Close();
     m_SP.OnAddPhysics    -= SP_OnAddPhysics;
     m_SP.OnRemovePhysics -= SP_OnRemovePhysics;
     SP_OnRemovePhysics();
     m_combatModule = null;
     m_SP           = null;
 }
            public CombatObject(CombatModule module, ISceneEntity part, IConfig m_config)
            {
                m_part         = part;
                m_combatModule = module;

                MaximumHealth          = m_config.GetFloat("MaximumHealth", 100);
                MaximumDamageToInflict = m_config.GetFloat("MaximumDamageToInflict", 100);


                m_Team = "No Team";

                m_part.RootChild.OnAddPhysics    += AddPhysics;
                m_part.RootChild.OnRemovePhysics += RemovePhysics;
            }
            public CombatPresence(CombatModule module, IScenePresence SP, IConfig m_config)
            {
                m_SP           = SP;
                m_combatModule = module;

                HasLeftCombat = false;
                m_Team        = "No Team";

                SP.OnAddPhysics    += SP_OnAddPhysics;
                SP.OnRemovePhysics += SP_OnRemovePhysics;

                //Use this to fix the avatars health
                m_healthtimer.Interval = 1000; // 1 sec
                m_healthtimer.Elapsed += fixAvatarHealth_Elapsed;
                m_healthtimer.Start();
            }
 public void Close()
 {
     m_healthtimer.Stop();
     m_healthtimer.Close();
     m_SP.OnAddPhysics -= SP_OnAddPhysics;
     m_SP.OnRemovePhysics -= SP_OnRemovePhysics;
     SP_OnRemovePhysics();
     m_combatModule = null;
     m_SP = null;
 }
            public CombatPresence(CombatModule module, IScenePresence SP, IConfig m_config)
            {
                m_SP = SP;
                m_combatModule = module;

                HasLeftCombat = false;
                m_Team = "No Team";

                SP.OnAddPhysics += SP_OnAddPhysics;
                SP.OnRemovePhysics += SP_OnRemovePhysics;

                //Use this to fix the avatars health
                m_healthtimer.Interval = 1000; // 1 sec
                m_healthtimer.Elapsed += fixAvatarHealth_Elapsed;
                m_healthtimer.Start();
            }
            public CombatObject(CombatModule module, ISceneEntity part, IConfig m_config)
            {
                m_part = part;
                m_combatModule = module;

                MaximumHealth = m_config.GetFloat("MaximumHealth", 100);
                MaximumDamageToInflict = m_config.GetFloat("MaximumDamageToInflict", 100);

                m_Team = "No Team";

                m_part.RootChild.OnAddPhysics += AddPhysics;
                m_part.RootChild.OnRemovePhysics += RemovePhysics;
            }