#### Back to Server.Multis

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

#### Nested Types: DesignInsertTarget

(static) ComponentVerification Verification( get; )
(static) void AddStairsTo( ref MultiComponentList mcl )
(static) void ApplyFoundation( FoundationType type, MultiComponentList mcl )
(static) bool DeleteStairs( MultiComponentList mcl, int id, int x, int y, int z )
(static) void Designer_Backup( NetState state, IEntity e, EncodedReader pvSrc )
(static) void Designer_Build( NetState state, IEntity e, EncodedReader pvSrc )
(static) void Designer_Clear( NetState state, IEntity e, EncodedReader pvSrc )
(static) void Designer_Close( NetState state, IEntity e, EncodedReader pvSrc )
(static) void Designer_Commit( NetState state, IEntity e, EncodedReader pvSrc )
(static) void Designer_Delete( NetState state, IEntity e, EncodedReader pvSrc )
(static) void Designer_Level( NetState state, IEntity e, EncodedReader pvSrc )
(static) void Designer_Restore( NetState state, IEntity e, EncodedReader pvSrc )
(static) void Designer_Revert( NetState state, IEntity e, EncodedReader pvSrc )
(static) void Designer_Roof( NetState state, IEntity e, EncodedReader pvSrc )
(static) void Designer_RoofDelete( NetState state, IEntity e, EncodedReader pvSrc )
(static) void Designer_Stairs( NetState state, IEntity e, EncodedReader pvSrc )
(static) void Designer_Sync( NetState state, IEntity e, EncodedReader pvSrc )
(static) void DesignInsert_OnCommand( CommandEventArgs e )
(static) void EventSink_Speech( SpeechEventArgs e )
(static) void GetFoundationGraphics( FoundationType type, out int east, out int south, out int post, out int corner )
(static) int GetLevelZ( int level, HouseFoundation house )
(static) int GetZLevel( int z, HouseFoundation house )
(static) void Initialize()
(static) bool IsStair( int id, ref int dir )
(static) bool IsStairBlock( int id )
(static) void QueryDesignDetails( NetState state, PacketReader pvSrc )
(static) void TraceValidity( NetState state, int itemID )
(static) bool ValidPiece( int itemID )
(static) bool ValidPiece( int itemID, bool roof )
(ctor) HouseFoundation( Serial serial )
(ctor) HouseFoundation( Mobile owner, int multiID, int maxLockdowns, int maxSecures )
Rectangle2D[] Area( get; )
DesignState BackupState( get; set; )
Point3D BaseBanLocation( get; )
MultiComponentList Components( get; )
DesignState CurrentState( get; set; )
int CustomizationCost( get; )
Mobile Customizer( get; set; )
int DefaultPrice( get; )
DesignState DesignState( get; set; )
List<Item> Fixtures( get; )
bool IsActive( get; )
bool IsAosRules( get; )
int LastRevision( get; set; )
int MaxLevels( get; )
Item SignHanger( get; )
Item Signpost( get; )
int SignpostGraphic( get; set; )
FoundationType Type( get; set; )
void AddFixture( Item item, MultiTileEntry mte )
void AddFixtures( Mobile from, MultiTileEntry[] list )
void BeginCustomize( Mobile m )
void CheckSignpost()
bool CheckWall( MultiComponentList mcl, int x, int y )
void ClearFixtures( Mobile from )
virtual void Deserialize( GenericReader reader )
void EndConfirmCommit( Mobile from )
MultiComponentList GetEmptyFoundation()
virtual int GetMaxUpdateRange()
virtual int GetUpdateRange( Mobile m )
bool IsFixture( Item item )
bool IsHiddenToCustomizer( Item item )
virtual void OnAfterDelete()
virtual void OnLocationChange( Point3D oldLocation )
virtual void OnMapChange()
virtual void SendInfoTo( NetState state, bool sendOplPacket )
virtual void Serialize( GenericWriter writer )
void SetInitialState()