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;
        }