/// <summary> /// Deacivates condition and sends update. /// </summary> public void Deactivate(CreatureConditionD condition) { this.Conditions.D &= ~condition; Send.StatusEffectUpdate(this); }
public void Clear() { A = 0; B = 0; C = 0; D = 0; }
public bool Has(CreatureConditionD condition) { return ((this.Conditions.D & condition) != 0); }