public void DoTimer(Mobile from, SiegeCatapult weapon, IEntity target, Point3D targetloc, Item projectile, TimeSpan damagedelay, int step) { if (m_Timer != null) m_Timer.Stop(); if (step > 4 || step < 0) return; m_Timer = new InternalTimer(from, weapon, target, targetloc, projectile, damagedelay, step); m_Timer.Start(); }
public InternalTimer(Mobile from, SiegeCatapult weapon, IEntity target, Point3D targetloc, Item projectile, TimeSpan damagedelay, int step) : base(TimeSpan.FromMilliseconds(250)) { this.Priority = TimerPriority.FiftyMS; this.m_weapon = weapon; this.m_Projectile = projectile; this.m_target = target; this.m_targetloc = targetloc; this.m_from = from; this.m_step = step; this.m_damagedelay = damagedelay; }
public InternalTimer(Mobile from, SiegeCatapult weapon, IEntity target, Point3D targetloc, Item projectile, TimeSpan damagedelay, int step) : base(TimeSpan.FromMilliseconds(250)) { Priority = TimerPriority.FiftyMS; m_weapon = weapon; m_Projectile = projectile; m_target = target; m_targetloc = targetloc; m_from = from; m_step = step; m_damagedelay = damagedelay; }
public void EndPlace(Mobile from, Point3D loc) { if (from == null) { return; } this.Delete(); SiegeCatapult catapult = new SiegeCatapult(); catapult.Location = loc; catapult.Map = from.Map; }
public void DoTimer(Mobile from, SiegeCatapult weapon, IEntity target, Point3D targetloc, Item projectile, TimeSpan damagedelay, int step) { if (this.m_Timer != null) { this.m_Timer.Stop(); } if (step > 4 || step < 0) { return; } this.m_Timer = new InternalTimer(from, weapon, target, targetloc, projectile, damagedelay, step); this.m_Timer.Start(); }
public void EndPlace(Mobile from, Point3D loc) { if (from == null) return; this.Delete(); SiegeCatapult catapult = new SiegeCatapult(); catapult.Location = loc; catapult.Map = from.Map; }