public AutoCombatBrainTimer( AutoCombatBrain ac ) : base(TimeSpan.MaxValue) { Priority = TimerPriority.TwoFiftyMS; m_ACBrain = ac; }
public void OnLeftWarMode() { Mobile mob = AttachedTo as Mobile; if ( m_ACBrain != null ) { m_ACBrain.Disable(); m_ACBrain = null; } CancelQueuedAction(); StopAllActions( true ); }
public void EnableAutoCombat() { if ( m_ACBrain != null ) m_ACBrain.Disable(); m_ACBrain = new AutoCombatBrain( AttachedTo as Mobile, m_ACParry, m_ACAttack, m_ACParrySwing, m_ACParryThrust, m_ACParryOverhead, m_ACAttackSwing, m_ACAttackThrust, m_ACAttackOverhead, m_ACWaitForAimedShot ); m_CruiseControl = true; }
public void OnDeath() { if ( m_ACBrain != null ) { m_ACBrain.Disable(); m_ACBrain = null; } CancelQueuedAction(); StopAllActions( false ); CancelSequences(); }
public void DisableAutoCombat() { if ( m_ACBrain != null ) { m_ACBrain.Disable(); m_ACBrain = null; } m_CruiseControl = false; }