本文整理汇总了C#中PlayerFlag类的典型用法代码示例。如果您正苦于以下问题:C# PlayerFlag类的具体用法?C# PlayerFlag怎么用?C# PlayerFlag使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
PlayerFlag类属于命名空间,在下文中一共展示了PlayerFlag类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Deserialize
//.........这里部分代码省略.........
m_NpcGuildGameTime = reader.ReadTimeSpan();
goto case 7;
}
case 7:
{
m_PermaFlags = reader.ReadStrongMobileList();
goto case 6;
}
case 6:
{
NextTailorBulkOrder = reader.ReadTimeSpan();
goto case 5;
}
case 5:
{
NextSmithBulkOrder = reader.ReadTimeSpan();
goto case 4;
}
case 4:
{
m_LastJusticeLoss = reader.ReadDeltaTime();
m_JusticeProtectors = reader.ReadStrongMobileList();
goto case 3;
}
case 3:
{
m_LastSacrificeGain = reader.ReadDeltaTime();
m_LastSacrificeLoss = reader.ReadDeltaTime();
m_AvailableResurrects = reader.ReadInt();
goto case 2;
}
case 2:
{
m_Flags = (PlayerFlag)reader.ReadInt();
goto case 1;
}
case 1:
{
m_LongTermElapse = reader.ReadTimeSpan();
m_ShortTermElapse = reader.ReadTimeSpan();
m_GameTime = reader.ReadTimeSpan();
goto case 0;
}
case 0:
{
if (version < 26)
{
m_AutoStabled = new List<Mobile>();
}
break;
}
}
if (version < 29)
{
m_SSNextSeed = m_SSSeedExpire = DateTime.UtcNow;
m_SSSeedLocation = Point3D.Zero;
}
if (m_RecentlyReported == null)
{
m_RecentlyReported = new List<Mobile>();
}
#region QueensLoyaltySystem
if (version < 29)
示例2: Deserialize
//.........这里部分代码省略.........
m_NpcGuildGameTime = reader.ReadTimeSpan();
goto case 7;
}
case 7:
{
m_PermaFlags = reader.ReadStrongMobileList();
goto case 6;
}
case 6:
{
NextTailorBulkOrder = reader.ReadTimeSpan();
goto case 5;
}
case 5:
{
NextSmithBulkOrder = reader.ReadTimeSpan();
goto case 4;
}
case 4:
{
m_LastJusticeLoss = reader.ReadDeltaTime();
m_JusticeProtectors = reader.ReadStrongMobileList();
goto case 3;
}
case 3:
{
m_LastSacrificeGain = reader.ReadDeltaTime();
m_LastSacrificeLoss = reader.ReadDeltaTime();
m_AvailableResurrects = reader.ReadInt();
goto case 2;
}
case 2:
{
m_Flags = (PlayerFlag)reader.ReadInt();
goto case 1;
}
case 1:
{
m_LongTermElapse = reader.ReadTimeSpan();
m_ShortTermElapse = reader.ReadTimeSpan();
m_GameTime = reader.ReadTimeSpan();
goto case 0;
}
case 0:
{
break;
}
}
#region GeNova: Mondain's Legacy
if (m_Quests == null)
m_Quests = new List<BaseQuest>();
if (m_Chains == null)
m_Chains = new Dictionary<QuestChain, BaseChain>();
if (m_DoneQuests == null)
m_DoneQuests = new List<QuestRestartInfo>();
if (m_Collections == null)
m_Collections = new Dictionary<Collection, int>();
if (m_CollectionTitles == null)
m_CollectionTitles = new List<object>();
#endregion
示例3: Deserialize
/// <summary>
/// Overridden to include class deserialization
/// </summary>
public override void Deserialize( GenericReader reader )
{
base.Deserialize(reader);
int version = reader.ReadInt();
// Vii added case 6
if (version == 6)
m_culture = reader.ReadString();
else
m_culture = "en";
// case 5
EssenceOfCharacter = reader.ReadInt();
m_Flags = (PlayerFlag)reader.ReadInt();
RepGood = reader.ReadInt();
RepBad = reader.ReadInt();
m_RespawnLoc = reader.ReadPoint3D();
m_RespawnMap = reader.ReadMap();
if( version >= 1 )
{
EoCLedger = new EoCLedger(reader);
}
if (version >= 2)
{
speakingLanguage = (PlayerLanguage)reader.ReadInt();
int count = reader.ReadInt();
LevelofUnderstanding = new int[count];
for (int i = 0; i < count; i++)
{
LevelofUnderstanding[i] = reader.ReadInt();
}
}
if (version >= 3)
{
KOs = reader.ReadInt();
playerRace = (Race)reader.ReadInt();
}
if (version >= 4)
{
raceBody = reader.ReadInt();
}
if (version >= 5)
{
strMod = reader.ReadInt();
dexMod = reader.ReadInt();
intMod = reader.ReadInt();
bodyDamageBonus = reader.ReadInt();
}
}
示例4: Deserialize
//.........这里部分代码省略.........
goto case 8;
}
case 8:
{
m_NpcGuild = (NpcGuild)reader.ReadInt();
m_NpcGuildJoinTime = reader.ReadDateTime();
m_NpcGuildGameTime = reader.ReadTimeSpan();
goto case 7;
}
case 7:
{
/*m_PermaFlags =*/ reader.ReadMobileList();
goto case 6;
}
case 6:
{
NextTailorBulkOrder = reader.ReadTimeSpan();
goto case 5;
}
case 5:
{
NextSmithBulkOrder = reader.ReadTimeSpan();
goto case 4;
}
case 4:
{
m_LastJusticeLoss = reader.ReadDeltaTime();
m_JusticeProtectors = reader.ReadMobileList();
goto case 3;
}
case 3:
{
m_LastSacrificeGain = reader.ReadDeltaTime();
m_LastSacrificeLoss = reader.ReadDeltaTime();
m_AvailableResurrects = reader.ReadInt();
goto case 2;
}
case 2:
{
m_Flags = (PlayerFlag)reader.ReadInt();
goto case 1;
}
case 1:
{
m_LongTermElapse = reader.ReadTimeSpan();
m_ShortTermElapse = reader.ReadTimeSpan();
m_GameTime = reader.ReadTimeSpan();
goto case 0;
}
case 0:
{
break;
}
}
if ( m_PermaFlags == null )
m_PermaFlags = new ArrayList();
if ( m_JusticeProtectors == null )
m_JusticeProtectors = new ArrayList();
List<Mobile> list = this.Stabled;
for ( int i = 0; i < list.Count; ++i )
{
BaseCreature bc = list[i] as BaseCreature;
if ( bc != null )
bc.IsStabled = true;
}
if ( m_NextBountyDecay == DateTime.MinValue )
{
if ( m_LastLogin != DateTime.MinValue )
m_NextBountyDecay = m_LastLogin + TimeSpan.FromDays( 1.0 );
}
while ( m_Bounty > 0 && m_NextBountyDecay < DateTime.Now )
{
m_Bounty -= 100;
m_NextBountyDecay += TimeSpan.FromDays( 1.0 );
}
if ( m_Bounty <= 0 )
{
m_Bounty = 0;
Kills = 0;
}
if ( m_Bounty > 0 && m_Bounty > BountyBoard.LowestBounty )
BountyBoard.Update( this );
if ( m_SkillUsageOrder == null )
{
m_SkillUsageOrder = new byte[PlayerMobile.SkillCount];
for(int i=0;i<PlayerMobile.SkillCount;i++)
m_SkillUsageOrder[i] = (byte)i;
}
}
示例5: GetFlag
public bool GetFlag(PlayerFlag flag)
{
return Flags.HasFlag(flag);
}
示例6: SetFlag
public void SetFlag(PlayerFlag flag, bool value)
{
if (value)
{
Flags |= flag;
}
else
{
Flags &= ~flag;
}
}
示例7: Deserialize
//.........这里部分代码省略.........
NpcGuild = (NpcGuild)reader.ReadInt();
NpcGuildJoinTime = reader.ReadDateTime();
NpcGuildGameTime = reader.ReadTimeSpan();
goto case 7;
}
case 7:
{
m_PermaFlags = reader.ReadStrongMobileList();
goto case 6;
}
case 6:
{
NextTailorBulkOrder = reader.ReadTimeSpan();
goto case 5;
}
case 5:
{
NextSmithBulkOrder = reader.ReadTimeSpan();
goto case 4;
}
case 4:
{
m_LastJusticeLoss = reader.ReadDeltaTime();
m_JusticeProtectors = reader.ReadStrongMobileList();
goto case 3;
}
case 3:
{
m_LastSacrificeGain = reader.ReadDeltaTime();
m_LastSacrificeLoss = reader.ReadDeltaTime();
m_AvailableResurrects = reader.ReadInt();
goto case 2;
}
case 2:
{
m_Flags = (PlayerFlag)reader.ReadInt();
goto case 1;
}
case 1:
{
m_LongTermElapse = reader.ReadTimeSpan();
m_ShortTermElapse = reader.ReadTimeSpan();
m_GameTime = reader.ReadTimeSpan();
goto case 0;
}
case 0:
{
if (version < 43)
ShowTipsOnLogin = true;
if (version < 38)
m_AutoStabled = new List<Mobile>();
break;
}
}
// Professions weren't verified on 1.0 RC0
if ( !CharacterCreation.VerifyProfession( Profession ) )
Profession = 0;
if ( m_PermaFlags == null )
m_PermaFlags = new List<Mobile>();
if ( m_Snoopers == null)
m_Snoopers = new List<Mobile>();
if ( m_JusticeProtectors == null )
m_JusticeProtectors = new List<Mobile>();
if ( m_BOBFilter == null )
m_BOBFilter = new BOBFilter();
if( m_GuildRank == null )
m_GuildRank = RankDefinition.Member; //Default to member if going from older verstion to new version (only time it should be null)
if( LastOnline == DateTime.MinValue && Account != null )
LastOnline = ((Account)Account).LastLogin;
if( m_ChampionTitles == null )
m_ChampionTitles = new ChampionTitleInfo();
if (AccessLevel > AccessLevel.Player)
m_IgnoreMobiles = true;
List<Mobile> list = Stabled;
for ( int i = 0; i < list.Count; ++i )
{
BaseCreature bc = list[i] as BaseCreature;
if ( bc != null )
bc.IsStabled = true;
}
CheckAtrophies( this );
if( Hidden ) //Hiding is the only buff where it has an effect that's serialized.
AddBuff( new BuffInfo( BuffIcon.HidingAndOrStealth, 1075655 ) );
}
示例8: Deserialize
//.........这里部分代码省略.........
m_NpcGuildGameTime = reader.ReadTimeSpan();
goto case 7;
}
case 7:
{
m_PermaFlags = reader.ReadStrongMobileList();
goto case 6;
}
case 6:
{
NextTailorBulkOrder = reader.ReadTimeSpan();
goto case 5;
}
case 5:
{
NextSmithBulkOrder = reader.ReadTimeSpan();
goto case 4;
}
case 4:
{
m_LastJusticeLoss = reader.ReadDeltaTime();
m_JusticeProtectors = reader.ReadStrongMobileList();
goto case 3;
}
case 3:
{
m_LastSacrificeGain = reader.ReadDeltaTime();
m_LastSacrificeLoss = reader.ReadDeltaTime();
m_AvailableResurrects = reader.ReadInt();
goto case 2;
}
case 2:
{
m_Flags = (PlayerFlag)reader.ReadInt();
goto case 1;
}
case 1:
{
m_LongTermElapse = reader.ReadTimeSpan();
m_ShortTermElapse = reader.ReadTimeSpan();
m_GameTime = reader.ReadTimeSpan();
if (version < 147) m_Crimes = reader.ReadInt();
//CrimesList
if (version < 148)
{
m_CrimesList = new Dictionary<Mobiles.Nation, int>();
m_CrimesList.Add(Nation.Alyrian, 0);
m_CrimesList.Add(Nation.Azhuran, 0);
m_CrimesList.Add(Nation.Khemetar, 0);
m_CrimesList.Add(Nation.Mhordul, 0);
m_CrimesList.Add(Nation.Tyrean, 0);
m_CrimesList.Add(Nation.Vhalurian, 0);
m_CrimesList.Add(Nation.Imperial, 0);
m_CrimesList.Add(Nation.Sovereign, 0);
m_CrimesList.Add(Nation.Society, 0);
int count = reader.ReadInt();
for (int i = 0; i < count; i++)
{
Nation n = (Nation)reader.ReadInt();
int c = reader.ReadInt();
//m_CrimesList.Add(n, c);
}
}
else
示例9: Deserialize
//.........这里部分代码省略.........
m_HairModHue = reader.ReadInt();
m_BeardModID = reader.ReadInt();
m_BeardModHue = reader.ReadInt();
// We cannot call SetHairMods( -1, -1 ) here because the items have not yet loaded
Timer.DelayCall( TimeSpan.Zero, new TimerCallback( RevertHair ) );
}
SavagePaintExpiration = reader.ReadTimeSpan();
if ( SavagePaintExpiration > TimeSpan.Zero )
{
BodyMod = ( Female ? 184 : 183 );
HueMod = 0;
}
m_NpcGuild = (NpcGuild) reader.ReadInt();
m_NpcGuildJoinTime = reader.ReadDateTime();
m_NpcGuildGameTime = reader.ReadTimeSpan();
m_PermaFlags = reader.ReadMobileList();
NextTailorBulkOrder = reader.ReadTimeSpan();
NextSmithBulkOrder = reader.ReadTimeSpan();
m_LastJusticeLoss = reader.ReadDeltaTime();
m_JusticeProtectors = reader.ReadMobileList();
m_LastSacrificeGain = reader.ReadDeltaTime();
m_LastSacrificeLoss = reader.ReadDeltaTime();
m_AvailableResurrects = reader.ReadInt();
m_Flags = (PlayerFlag) reader.ReadInt();
m_LongTermElapse = reader.ReadTimeSpan();
m_ShortTermElapse = reader.ReadTimeSpan();
m_GameTime = reader.ReadTimeSpan();
break;
}
}
#region ML Quest System
if ( m_Quests == null )
m_Quests = new List<BaseQuest>();
if ( m_Chains == null )
m_Chains = new Dictionary<QuestChain, BaseChain>();
if ( m_DoneQuests == null )
m_DoneQuests = new List<QuestRestartInfo>();
#endregion
if ( this != null && this.Region.IsPartOf( typeof( DoomLampRoom ) ) )
{
Rectangle2D rect = new Rectangle2D( 342, 168, 16, 16 );
int x = Utility.Random( rect.X, rect.Width );
int y = Utility.Random( rect.Y, rect.Height );
if ( x >= 345 && x <= 352 && y >= 173 && y <= 179 )
{
x = 353;
y = 172;
}
示例10: Deserialize
//.........这里部分代码省略.........
// BodyMod = ( Female ? 184 : 183 );
HueMod = 0;
}
goto case 8;
}
case 8:
{
if (version < 30)
{
m_NpcGuild = (NpcGuild)reader.ReadInt();
m_NpcGuildJoinTime = reader.ReadDateTime();
m_NpcGuildGameTime = reader.ReadTimeSpan();
}
else if (GetSaveFlag(saveFlags, SaveFlag.NPCGuild) == true)
{
m_NpcGuild = (NpcGuild)reader.ReadInt();
m_NpcGuildJoinTime = reader.ReadDateTime();
m_NpcGuildGameTime = reader.ReadTimeSpan();
}
goto case 7;
}
case 7:
{
m_PermaFlags = reader.ReadMobileList();
goto case 6;
}
case 6:
{
NextTailorBulkOrder = reader.ReadTimeSpan();
goto case 5;
}
case 5:
{
NextSmithBulkOrder = reader.ReadTimeSpan();
goto case 4;
}
case 4:
{
m_LastJusticeLoss = reader.ReadDeltaTime();
m_JusticeProtectors = reader.ReadMobileList();
goto case 3;
}
case 3:
{
m_LastSacrificeGain = reader.ReadDeltaTime();
m_LastSacrificeLoss = reader.ReadDeltaTime();
m_AvailableResurrects = reader.ReadInt();
goto case 2;
}
case 2:
{
m_Flags = (PlayerFlag)reader.ReadInt();
goto case 1;
}
case 1:
{
m_LongTermElapse = reader.ReadTimeSpan();
m_ShortTermElapse = reader.ReadTimeSpan();
m_GameTime = reader.ReadTimeSpan();
goto case 0;
}
case 0:
{
break;
}
}
if ( m_PermaFlags == null )
m_PermaFlags = new ArrayList();
if ( m_JusticeProtectors == null )
m_JusticeProtectors = new ArrayList();
if ( m_BOBFilter == null )
m_BOBFilter = new Engines.BulkOrders.BOBFilter();
ArrayList list = this.Stabled;
for ( int i = 0; i < list.Count; ++i )
{
BaseCreature bc = list[i] as BaseCreature;
if ( bc != null )
bc.IsStabled = true;
}
//Pix: this is for safety... to make sure it's set
m_InmateLastDeathTime = DateTime.MinValue;
//Pix: make sure this is set to minvalue for loading
m_IOBStartedWearing = DateTime.MinValue;
//wea: SpiritCohesion is not persistent across saves
m_SpiritCohesion = 0;
//wea: For spirit cohesion, last resurrect time
m_LastResurrectTime = DateTime.MinValue;
}
示例11: Deserialize
//.........这里部分代码省略.........
for (int i = 0; i < payed.Count; ++i)
payed[i].PayedInsurance = true;
}
goto case 10;
}
case 10:
{
if (reader.ReadBool())
{
m_HairModID = reader.ReadInt();
m_HairModHue = reader.ReadInt();
m_BeardModID = reader.ReadInt();
m_BeardModHue = reader.ReadInt();
}
goto case 9;
}
case 9:
{
SavagePaintExpiration = reader.ReadTimeSpan();
if (SavagePaintExpiration > TimeSpan.Zero)
{
BodyMod = (Female ? 184 : 183);
HueMod = 0;
}
goto case 8;
}
case 8:
{
m_NpcGuild = (NpcGuild)reader.ReadInt();
m_NpcGuildJoinTime = reader.ReadDateTime();
m_NpcGuildGameTime = reader.ReadTimeSpan();
goto case 7;
}
case 7:
{
m_PermaFlags = reader.ReadStrongMobileList();
goto case 6;
}
case 6:
case 5:
case 4:
case 3:
case 2:
{
m_Flags = (PlayerFlag)reader.ReadInt();
goto case 1;
}
case 1:
{
m_LongTermElapse = reader.ReadTimeSpan();
m_ShortTermElapse = reader.ReadTimeSpan();
m_GameTime = reader.ReadTimeSpan();
goto case 0;
}
case 0:
{
break;
}
}
if (m_RecentlyReported == null)
m_RecentlyReported = new List<Mobile>();
// Professions weren't verified on 1.0 RC0
if ( !CharacterCreation.VerifyProfession( m_Profession ) )
m_Profession = 0;
if ( m_PermaFlags == null )
m_PermaFlags = new List<Mobile>();
if( m_GuildRank == null )
m_GuildRank = Guilds.RankDefinition.Member; //Default to member if going from older version to new version (only time it should be null)
if( m_LastOnline == DateTime.MinValue && Account != null )
m_LastOnline = ((Account)Account).LastLogin;
if ( AccessLevel > AccessLevel.Player )
m_IgnoreMobiles = true;
List<Mobile> list = this.Stabled;
for ( int i = 0; i < list.Count; ++i )
{
BaseCreature bc = list[i] as BaseCreature;
if ( bc != null )
{
bc.IsStabled = true;
bc.StabledBy = this;
}
}
if( Hidden ) //Hiding is the only buff where it has an effect that's serialized.
AddBuff( new BuffInfo( BuffIcon.HidingAndOrStealth, 1075655 ) );
}
示例12: Deserialize
//.........这里部分代码省略.........
{
m_NpcGuild = (NpcGuild)reader.ReadInt();
m_NpcGuildJoinTime = reader.ReadDateTime();
m_NpcGuildGameTime = reader.ReadTimeSpan();
goto case 7;
}
case 7:
{
m_PermaFlags = reader.ReadStrongMobileList();
goto case 6;
}
case 6:
{
NextTailorBulkOrder = reader.ReadTimeSpan();
goto case 5;
}
case 5:
{
NextSmithBulkOrder = reader.ReadTimeSpan();
goto case 4;
}
case 4:
{
m_LastJusticeLoss = reader.ReadDeltaTime();
m_JusticeProtectors = reader.ReadStrongMobileList();
goto case 3;
}
case 3:
{
m_LastSacrificeGain = reader.ReadDeltaTime();
m_LastSacrificeLoss = reader.ReadDeltaTime();
m_AvailableResurrects = reader.ReadInt();
goto case 2;
}
case 2:
{
m_Flags = (PlayerFlag)reader.ReadInt();
goto case 1;
}
case 1:
{
m_LongTermElapse = reader.ReadTimeSpan();
m_ShortTermElapse = reader.ReadTimeSpan();
m_GameTime = reader.ReadTimeSpan();
goto case 0;
}
case 0:
{
if( version < 26 )
m_AutoStabled = new List<Mobile>();
break;
}
}
if (m_RecentlyReported == null)
m_RecentlyReported = new List<Mobile>();
// Professions weren't verified on 1.0 RC0
if ( !CharacterCreation.VerifyProfession( m_Profession ) )
m_Profession = 0;
if ( m_PermaFlags == null )
m_PermaFlags = new List<Mobile>();
if ( m_JusticeProtectors == null )
m_JusticeProtectors = new List<Mobile>();
if ( m_BOBFilter == null )
m_BOBFilter = new Engines.BulkOrders.BOBFilter();
if( m_GuildRank == null )
m_GuildRank = Guilds.RankDefinition.Member; //Default to member if going from older verstion to new version (only time it should be null)
if( m_LastOnline == DateTime.MinValue && Account != null )
m_LastOnline = ((Account)Account).LastLogin;
if( m_ChampionTitles == null )
m_ChampionTitles = new ChampionTitleInfo();
if ( AccessLevel > AccessLevel.Player )
m_IgnoreMobiles = true;
List<Mobile> list = this.Stabled;
for ( int i = 0; i < list.Count; ++i )
{
BaseCreature bc = list[i] as BaseCreature;
if (bc != null)
{
bc.IsStabled = true;
bc.StabledBy = this;
}
}
CheckAtrophies( this );
if( Hidden ) //Hiding is the only buff where it has an effect that's serialized.
AddBuff( new BuffInfo( BuffIcon.HidingAndOrStealth, 1075655 ) );
}
示例13: Deserialize
//.........这里部分代码省略.........
{
m_HairModID = reader.ReadInt();
m_HairModHue = reader.ReadInt();
m_BeardModID = reader.ReadInt();
m_BeardModHue = reader.ReadInt();
// We cannot call SetHairMods( -1, -1 ) here because the items have not yet loaded
Timer.DelayCall( TimeSpan.Zero, new TimerCallback( RevertHair ) );
}
goto case 9;
}
case 9:
{
SavagePaintExpiration = reader.ReadTimeSpan();
if ( SavagePaintExpiration > TimeSpan.Zero )
{
BodyMod = ( Female ? 184 : 183 );
HueMod = 0;
}
goto case 8;
}
case 8:
{
m_NpcGuild = (NpcGuild)reader.ReadInt();
m_NpcGuildJoinTime = reader.ReadDateTime();
m_NpcGuildGameTime = reader.ReadTimeSpan();
goto case 7;
}
case 7:
{
m_PermaFlags = reader.ReadMobileList();
goto case 6;
}
case 6:
{
NextTailorBulkOrder = reader.ReadTimeSpan();
goto case 5;
}
case 5:
{
NextSmithBulkOrder = reader.ReadTimeSpan();
goto case 4;
}
case 4:
{
m_LastJusticeLoss = reader.ReadDeltaTime();
m_JusticeProtectors = reader.ReadMobileList();
goto case 3;
}
case 3:
{
m_LastSacrificeGain = reader.ReadDeltaTime();
m_LastSacrificeLoss = reader.ReadDeltaTime();
m_AvailableResurrects = reader.ReadInt();
goto case 2;
}
case 2:
{
m_Flags = (PlayerFlag)reader.ReadInt();
goto case 1;
}
case 1:
{
m_LongTermElapse = reader.ReadTimeSpan();
m_ShortTermElapse = reader.ReadTimeSpan();
m_GameTime = reader.ReadTimeSpan();
goto case 0;
}
case 0:
{
break;
}
}
// Professions weren't verified on 1.0 RC0
if ( !CharacterCreation.VerifyProfession( m_Profession ) )
m_Profession = 0;
if ( m_PermaFlags == null )
m_PermaFlags = new ArrayList();
if ( m_JusticeProtectors == null )
m_JusticeProtectors = new ArrayList();
if ( m_BOBFilter == null )
m_BOBFilter = new Engines.BulkOrders.BOBFilter();
ArrayList list = this.Stabled;
for ( int i = 0; i < list.Count; ++i )
{
BaseCreature bc = list[i] as BaseCreature;
if ( bc != null )
bc.IsStabled = true;
}
}
示例14: GetFlag
public bool GetFlag(PlayerFlag flag)
{
return ((m_Flags & flag) != 0);
}
示例15: Deserialize
//.........这里部分代码省略.........
goto case 8;
}
case 8:
{
m_NpcGuild = (NpcGuild)reader.ReadInt();
m_NpcGuildJoinTime = reader.ReadDateTime();
m_NpcGuildGameTime = reader.ReadTimeSpan();
goto case 7;
}
case 7:
{
m_PermaFlags = reader.ReadStrongMobileList();
goto case 6;
}
case 6:
{
NextTailorBulkOrder = reader.ReadTimeSpan();
goto case 5;
}
case 5:
{
NextSmithBulkOrder = reader.ReadTimeSpan();
goto case 4;
}
case 4:
{
m_LastJusticeLoss = reader.ReadDeltaTime();
m_JusticeProtectors = reader.ReadStrongMobileList();
goto case 3;
}
case 3:
{
m_LastSacrificeGain = reader.ReadDeltaTime();
m_LastSacrificeLoss = reader.ReadDeltaTime();
m_AvailableResurrects = reader.ReadInt();
goto case 2;
}
case 2:
{
m_Flags = (PlayerFlag)reader.ReadInt();
goto case 1;
}
case 1:
{
m_LongTermElapse = reader.ReadTimeSpan();
m_ShortTermElapse = reader.ReadTimeSpan();
m_GameTime = reader.ReadTimeSpan();
goto case 0;
}
case 0:
{
if( version < 26 )
m_AutoStabled = new List<Mobile>();
break;
}
}
if (m_RecentlyReported == null)
m_RecentlyReported = new List<Mobile>();
// Professions weren't verified on 1.0 RC0
if ( !CharacterCreation.VerifyProfession( m_Profession ) )
m_Profession = 0;
if ( m_PermaFlags == null )
m_PermaFlags = new List<Mobile>();
if ( m_JusticeProtectors == null )
m_JusticeProtectors = new List<Mobile>();
if ( m_BOBFilter == null )
m_BOBFilter = new Engines.BulkOrders.BOBFilter();
if( m_GuildRank == null )
m_GuildRank = Guilds.RankDefinition.Member; //Default to member if going from older verstion to new version (only time it should be null)
if( m_LastOnline == DateTime.MinValue && Account != null )
m_LastOnline = ((Account)Account).LastLogin;
if( m_ChampionTitles == null )
m_ChampionTitles = new ChampionTitleInfo();
if ( AccessLevel > AccessLevel.Player )
m_IgnoreMobiles = true;
List<Mobile> list = this.Stabled;
for ( int i = 0; i < list.Count; ++i )
{
BaseCreature bc = list[i] as BaseCreature;
if ( bc != null )
bc.IsStabled = true;
}
CheckAtrophies( this );
if( Hidden ) //Hiding is the only buff where it has an effect that's serialized.
AddBuff( new BuffInfo( BuffIcon.HidingAndOrStealth, 1075655 ) );
}