public void Clear() { if (Pos != null) { Pos.Clear(); } if (Rotation != null) { Rotation.Clear(); } }
public void Clear() { if (ActorID != null) { ActorID.Clear(); } if (Pos != null) { Pos.Clear(); } ActorType = 0; Type = 0; }
public void Clear() { MapID = 0; if (Pos != null) { Pos.Clear(); } if (Rotation != null) { Rotation.Clear(); } PosType = 0; NodeID = 0; if (RoomID != null) { RoomID.Clear(); } DynamicEnterType = 0; }
public void Clear() { if (ActorID != null) { ActorID.Clear(); } if (Pos != null) { Pos.Clear(); } ActorType = 0; if (Toward != null) { Toward.Clear(); } if (TargetActorID != null) { TargetActorID.Clear(); } }