/// <summary> /// This is raised by Player.HandleActionUseItem, and is wrapped in ActionChain.<para /> /// The actor of the ActionChain is the player using the item.<para /> /// The item should be in the players possession. /// </summary> public override void UseItem(Player player, ActionChain actionChain) { Player.ConsumableBuffType buffType; //if (Food) //{ switch (BoostEnum) { case (int)Player.ConsumableBuffType.Health: buffType = Player.ConsumableBuffType.Health; break; case (int)Player.ConsumableBuffType.Mana: buffType = Player.ConsumableBuffType.Mana; break; default: buffType = Player.ConsumableBuffType.Stamina; break; } //} //else // buffType = WorldObjects.Player.ConsumableBuffType.Spell; player.ApplyComsumable(Name, GetSoundDid(), buffType, (uint)Boost, SpellDID); player.TryRemoveItemFromInventoryWithNetworking(this, 1); var sendUseDoneEvent = new GameEventUseDone(player.Session); player.Session.Network.EnqueueSend(sendUseDoneEvent); }