示例#1
0
        /// <summary>
        /// Creates a new Corpse for the given owner
        /// </summary>
        /// <param name="owner">The owner of this Corpse</param>
        /// <param name="pos">The position where the Corpse should appear</param>
        /// <param name="orientation">Orientation of the corpse</param>
        /// <param name="displayId">The displayid of the corpse</param>
        /// <param name="face">Face value</param>
        /// <param name="skin">Skin value</param>
        /// <param name="hairStyle">Hairstyle</param>
        /// <param name="hairColor">Haircolor</param>
        /// <param name="facialHair">Facial hair (beard)</param>
        /// <param name="guildId">The guild to which the owner of the corpse belongs</param>
        /// <param name="gender">Gender of the owner</param>
        /// <param name="race">Race of the owner</param>
        /// <param name="flags">Flags (only skeleton or full corpse)</param>
        /// <param name="dynFlags">Dynamic flags (is it lootable?)</param>
        public Corpse(Character owner, Vector3 pos, float orientation, uint displayId,
                      byte face,
                      byte skin,
                      byte hairStyle,
                      byte hairColor,
                      byte facialHair,
                      uint guildId,
                      GenderType gender,
                      RaceId race,
                      CorpseFlags flags,
                      CorpseDynamicFlags dynFlags)
        {
            EntityId  = EntityId.GetCorpseId((uint)Interlocked.Increment(ref lastUID));
            DisplayId = displayId;
            Owner     = owner;
            Type     |= ObjectTypes.Corpse;
            ScaleX    = 1;

            m_position    = pos;
            m_orientation = orientation;

            Face         = face;
            Skin         = skin;
            HairStyle    = hairStyle;
            HairColor    = hairColor;
            FacialHair   = facialHair;
            GuildId      = guildId;
            Gender       = gender;
            Race         = race;
            Flags        = flags;
            DynamicFlags = dynFlags;
        }
示例#2
0
 /// <summary>Creates a new Corpse for the given owner</summary>
 /// <param name="owner">The owner of this Corpse</param>
 /// <param name="pos">The position where the Corpse should appear</param>
 /// <param name="orientation">Orientation of the corpse</param>
 /// <param name="displayId">The displayid of the corpse</param>
 /// <param name="face">Face value</param>
 /// <param name="skin">Skin value</param>
 /// <param name="hairStyle">Hairstyle</param>
 /// <param name="hairColor">Haircolor</param>
 /// <param name="facialHair">Facial hair (beard)</param>
 /// <param name="guildId">The guild to which the owner of the corpse belongs</param>
 /// <param name="gender">Gender of the owner</param>
 /// <param name="race">Race of the owner</param>
 /// <param name="flags">Flags (only skeleton or full corpse)</param>
 /// <param name="dynFlags">Dynamic flags (is it lootable?)</param>
 public Corpse(Character owner, Vector3 pos, float orientation, uint displayId, byte face, byte skin,
               byte hairStyle, byte hairColor, byte facialHair, uint guildId, GenderType gender, RaceId race,
               CorpseFlags flags, CorpseDynamicFlags dynFlags)
 {
     this.EntityId      = EntityId.GetCorpseId((uint)Interlocked.Increment(ref Corpse.lastUID));
     this.DisplayId     = displayId;
     this.Owner         = owner;
     this.Type         |= ObjectTypes.Corpse;
     this.ScaleX        = 1f;
     this.m_position    = pos;
     this.m_orientation = orientation;
     this.Face          = face;
     this.Skin          = skin;
     this.HairStyle     = hairStyle;
     this.HairColor     = hairColor;
     this.FacialHair    = facialHair;
     this.GuildId       = guildId;
     this.Gender        = gender;
     this.Race          = race;
     this.Flags         = flags;
     this.DynamicFlags  = dynFlags;
 }
示例#3
0
文件: Corpse.cs 项目: WCellFR/WCellFR
		/// <summary>
		/// Creates a new Corpse for the given owner
		/// </summary>
		/// <param name="owner">The owner of this Corpse</param>
		/// <param name="pos">The position where the Corpse should appear</param>
		/// <param name="orientation">Orientation of the corpse</param>
		/// <param name="displayId">The displayid of the corpse</param>
		/// <param name="face">Face value</param>
		/// <param name="skin">Skin value</param>
		/// <param name="hairStyle">Hairstyle</param>
		/// <param name="hairColor">Haircolor</param>
		/// <param name="facialHair">Facial hair (beard)</param>
		/// <param name="guildId">The guild to which the owner of the corpse belongs</param>
		/// <param name="gender">Gender of the owner</param>
		/// <param name="race">Race of the owner</param>
		/// <param name="flags">Flags (only skeleton or full corpse)</param>
		/// <param name="dynFlags">Dynamic flags (is it lootable?)</param>
		public Corpse(Character owner, Vector3 pos, float orientation, uint displayId,
			byte face,
			byte skin,
			byte hairStyle,
			byte hairColor,
			byte facialHair,
			uint guildId,
			GenderType gender,
			RaceId race,
			CorpseFlags flags,
			CorpseDynamicFlags dynFlags)
		{
			EntityId = EntityId.GetCorpseId((uint)Interlocked.Increment(ref lastUID));
			DisplayId = displayId;
			Owner = owner;
			Type |= ObjectTypes.Corpse;
			ScaleX = 1;

		    m_position = pos;
            m_orientation = orientation;

			Face = face;
			Skin = skin;
			HairStyle = hairStyle;
			HairColor = hairColor;
			FacialHair = facialHair;
			GuildId = guildId;
			Gender = gender;
			Race = race;
			Flags = flags;
			DynamicFlags = dynFlags;
		}