public void OnLeave(Mobile m) { m_Mobiles.Remove(m); if (m_Clients != null && m.NetState != null) { m_Clients.Remove(m.NetState); if (m_Clients.Count == 0) { m_Clients = null; } } if (m.Player) { m_Players.Remove(m); if (m_Players.Count == 0) { m_Owner.DeactivateSectors(m_X, m_Y); m_Players = null; } } if (m_Mobiles.Count == 0) { m_Mobiles = null; } }
public void OnLeave(Mobile mob) { Remove(ref m_Mobiles, mob); if (mob.NetState != null) { // if netstate isn't null they are either a player or a player-controlled monster (pseudoseer) Remove(ref m_Clients, mob.NetState); if (m_Players != null) { Remove(ref m_Players, mob); if (m_Players == null) { m_Owner.DeactivateSectors(m_X, m_Y); } } } /*if ( mob.Player && m_Players != null ) { * Remove( ref m_Players, mob ); * * if ( m_Players == null ) { * m_Owner.DeactivateSectors( m_X, m_Y ); * } * }*/ }
public void OnLeave(Mobile mob) { Remove(ref m_Mobiles, mob); if (mob.NetState != null) { Remove(ref m_Clients, mob.NetState); } if (mob.Player && m_Players != null) { Remove(ref m_Players, mob); if (m_Players == null) { m_Owner.DeactivateSectors(m_X, m_Y); } } }