예제 #1
0
        /// <summary>
        /// Rearms the weapon of the given type (WeaponMainHand, WeaponRanged or WeaponOffHand)
        /// </summary>
        public void UnsetDisarmed(InventorySlotType type)
        {
            var m = type.ToMask();

            if (!m_DisarmMask.HasAnyFlag(m))
            {
                return;
            }

            m_DisarmMask &= ~m;

            SetWeapon(type, GetOrInvalidateItem(type));
        }
예제 #2
0
        /// <summary>
        /// Disarms the weapon of the given type (WeaponMainHand, WeaponRanged or WeaponOffHand)
        /// </summary>
        public void SetDisarmed(InventorySlotType type)
        {
            var m = type.ToMask();

            if (m_DisarmMask.HasAnyFlag(m))
            {
                return;
            }

            m_DisarmMask |= m;

            SetWeapon(type, null);
        }
예제 #3
0
		/// <summary>
		/// Rearms the weapon of the given type (WeaponMainHand, WeaponRanged or WeaponOffHand)
		/// </summary>
		public void UnsetDisarmed(InventorySlotType type)
		{
			var m = type.ToMask();
			if (!m_DisarmMask.HasAnyFlag(m))
			{
				return;
			}

			m_DisarmMask &= ~m;

			SetWeapon(type, GetOrInvalidateItem(type));
		}
예제 #4
0
		/// <summary>
		/// Disarms the weapon of the given type (WeaponMainHand, WeaponRanged or WeaponOffHand)
		/// </summary>
		public void SetDisarmed(InventorySlotType type)
		{
			var m = type.ToMask();
			if (m_DisarmMask.HasAnyFlag(m))
			{
				return;
			}

			m_DisarmMask |= m;

			SetWeapon(type, null);
		}
예제 #5
0
파일: Extensions.cs 프로젝트: ray2006/WCell
		public static bool HasAnyFlag(this InventorySlotTypeMask flags, InventorySlotType type)
		{
			return (flags & type.ToMask()) != 0;
		}
예제 #6
0
 public static bool HasAnyFlag(this InventorySlotTypeMask flags, InventorySlotType type)
 {
     return((flags & type.ToMask()) != InventorySlotTypeMask.None);
 }