public override void Resume(EntityEffectManager.EffectSaveData_v1 effectData, EntityEffectManager manager, DaggerfallEntityBehaviour caster = null)
        {
            base.Resume(effectData, manager, caster);

            // Refresh head texture after effect resumes
            DaggerfallUI.RefreshLargeHUDHeadTexture();
        }
Пример #2
0
        public override void Resume(EntityEffectManager.EffectSaveData_v1 effectData, EntityEffectManager manager, DaggerfallEntityBehaviour caster = null)
        {
            base.Resume(effectData, manager, caster);

            // Capture rest and travel events for disease progression on Resume
            if (IsIncumbent)
            {
                DaggerfallRestWindow.OnSleepTick       += ProgressDiseaseAfterSleepOrTravel;
                DaggerfallTravelPopUp.OnPostFastTravel += ProgressDiseaseAfterSleepOrTravel;
            }
        }
Пример #3
0
 public override void Resume(EntityEffectManager.EffectSaveData_v1 effectData, EntityEffectManager manager, DaggerfallEntityBehaviour caster = null)
 {
     base.Resume(effectData, manager, caster);
     StartLevitating();
 }
Пример #4
0
 public override void Resume(EntityEffectManager.EffectSaveData_v1 effectData, EntityEffectManager manager, DaggerfallEntityBehaviour caster = null)
 {
     base.Resume(effectData, manager, caster);
     CacheReferences();
 }
Пример #5
0
 public override void Resume(EntityEffectManager.EffectSaveData_v1 effectData, EntityEffectManager manager, DaggerfallEntityBehaviour caster = null)
 {
     base.Resume(effectData, manager, caster);
     CheckCastBySkeletonKey();
     StartWaitingForDoor();
 }
Пример #6
0
 public override void Resume(EntityEffectManager.EffectSaveData_v1 effectData, EntityEffectManager manager, DaggerfallEntityBehaviour caster = null)
 {
     base.Resume(effectData, manager, caster);
     isIncumbent = effectData.isIncumbent;
 }
Пример #7
0
 public override void Resume(EntityEffectManager.EffectSaveData_v1 effectData, EntityEffectManager manager, DaggerfallEntityBehaviour caster = null)
 {
     base.Resume(effectData, manager, caster);
     StartParalyzation();
     ShowPlayerParalyzed();
 }