#### Back to Server.Engines.Doom

## LeverPuzzleController : Item, IHued, IComparable<Item>, ISerializable, ISpawnable, IEntity, IPoint3D, IPoint2D, IComparable, IComparable<IEntity>

#### Nested Types: LampRoomKickTimer, LampRoomTimer, RockTimer

(static) Item AddLeverPuzzlePart( int[] Loc, Item newitem )
(static) bool AniSafe( Mobile m )
(static) void DoDamage( Mobile m, int min, int max, bool poison )
(static) void GenLampPuzzle_OnCommand( CommandEventArgs e )
(static) void Initialize()
(static) bool IsValidDamagable( Mobile m )
(static) void MoveMobileOut( Mobile m )
(static) void NukeItemList( List<Item> list )
(static) void PlayEffect( IEntity from, IEntity to, int itemid, int speed, bool explodes )
(static) void PlayerSendASCII( Mobile player, int index )
(static) void PlaySounds( Point3D location, int[] sounds )
(static) void POHMessage( Mobile from, int index )
(static) Point3D RandomPointIn( Rectangle2D rect, int z )
(static) Point3D RandomPointIn( Point3D point, int range )
(static) Point3D RandomPointIn( int x, int y, int x2, int y2, int z )
(static) void SendLocationEffect( IPoint3D p, int itemID, int speed, int duration, int hue )
(static) IEntity ZAdjustedIEFromMobile( Mobile m, int ZDelta )
(ctor) LeverPuzzleController()
(ctor) LeverPuzzleController( Serial serial )
bool CircleComplete( get; )
bool Enabled( get; set; )
ushort MyKey( get; set; )
Mobile Successful( get; )
ushort TheirKey( get; set; )
virtual void Deserialize( GenericReader reader )
virtual void GenKey()
virtual LeverPuzzleLever GetLever( int index )
virtual PlayerMobile GetOccupant( int index )
virtual LeverPuzzleStatue GetStatue( int index )
virtual void KillTimers()
virtual void LeverPulled( ushort code )
virtual void OnAfterDelete()
virtual void OnDelete()
virtual void PuzzleStatus( int message, string fstring )
virtual void RemoveSuccessful()
virtual void ResetLevers()
virtual void ResetPuzzle()
virtual void Serialize( GenericWriter writer )