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(); }
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; } }
public override void Resume(EntityEffectManager.EffectSaveData_v1 effectData, EntityEffectManager manager, DaggerfallEntityBehaviour caster = null) { base.Resume(effectData, manager, caster); StartLevitating(); }
public override void Resume(EntityEffectManager.EffectSaveData_v1 effectData, EntityEffectManager manager, DaggerfallEntityBehaviour caster = null) { base.Resume(effectData, manager, caster); CacheReferences(); }
public override void Resume(EntityEffectManager.EffectSaveData_v1 effectData, EntityEffectManager manager, DaggerfallEntityBehaviour caster = null) { base.Resume(effectData, manager, caster); CheckCastBySkeletonKey(); StartWaitingForDoor(); }
public override void Resume(EntityEffectManager.EffectSaveData_v1 effectData, EntityEffectManager manager, DaggerfallEntityBehaviour caster = null) { base.Resume(effectData, manager, caster); isIncumbent = effectData.isIncumbent; }
public override void Resume(EntityEffectManager.EffectSaveData_v1 effectData, EntityEffectManager manager, DaggerfallEntityBehaviour caster = null) { base.Resume(effectData, manager, caster); StartParalyzation(); ShowPlayerParalyzed(); }