/// <summary> Loops through all vobs in this world. The predicate can return FALSE to BREAK the loop. Else return true. </summary> public void ForEachVobPredicate(Predicate <BaseVob> predicate) { vobs.ForEachPredicate(predicate); }
public void ForEachDynVobPredicate(Predicate <BaseVob> predicate) { dynVobs.ForEachPredicate(predicate); }
/// <summary> /// Loops through all Worlds in the static World collection. /// Let the predicate return FALSE to BREAK the loop. /// </summary> public static void ForEachPredicate(Predicate <World> predicate) { worlds.ForEachPredicate(predicate); }
public void ForEachDynamicOverlay(Predicate <Overlay> predicate) { dynOvs.ForEachPredicate(predicate); }
public void ForEachClientPredicate(Predicate <GameClient> predicate) { clients.ForEachPredicate(predicate); }
public void ForEachDynamicAni(Predicate <AniJob> predicate) { dynJobs.ForEachPredicate(predicate); }
public void ForEachOverlayPredicate(Predicate <Overlay> predicate) { overlays.ForEachPredicate(predicate); }
public void ForEachAni(Predicate <AniJob> predicate) { aniJobs.ForEachPredicate(predicate); }
/// <summary> /// Loops through all dynamic Models in the static Model collection. /// Let the predicate return FALSE to BREAK the loop. /// </summary> public static void ForEachDynamicPredicate(Predicate <ModelInstance> predicate) { dynModels.ForEachPredicate(predicate); }
/// <summary> /// Loops through all Models in the static Model collection. /// Let the predicate return FALSE to BREAK the loop. /// </summary> public static void ForEachPredicate(Predicate <ModelInstance> predicate) { models.ForEachPredicate(predicate); }
/// <summary> /// Loops through all Items in this ItemInventory. /// Let the predicate return FALSE to BREAK the loop. /// </summary> public void ForEachPredicate(Predicate <Item> action) { items.ForEachPredicate(action); }
public void ForEachNPCPredicate(Predicate <NPC> predicate) { npcs.ForEachPredicate(predicate); }