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(); }