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

(static) BaseDoor CreateDoorSet( int xDoor, int yDoor, bool doorEastToWest, int hue )
(static) void CreateMorphItem( int x, int y, int inactiveItemID, int activeItemID, int range, int hue )
(static) void CreatePricedHealer( int price, int x, int y )
(static) GauntletSpawner CreateSpawner( string typeName, int xSpawner, int ySpawner, int xDoor, int yDoor, int xPentagram, int yPentagram, bool doorEastToWest, int xStart, int yStart, int xWidth, int yHeight )
(static) void CreateTeleporter( int xFrom, int yFrom, int xTo, int yTo )
(static) void CreateVarietyDealer( int x, int y )
(static) void GenGauntlet_OnCommand( CommandEventArgs e )
(static) void Initialize()
(ctor) GauntletSpawner()
(ctor) GauntletSpawner( string typeName )
(ctor) GauntletSpawner( Serial serial )
BaseAddon Addon( get; set; )
List<Mobile> Creatures( get; set; )
string DefaultName( get; )
BaseDoor Door( get; set; )
bool HasCompleted( get; )
Region Region( get; set; )
Rectangle2D RegionBounds( get; set; )
GauntletSpawner Sequence( get; set; )
GauntletSpawnerState State( get; set; )
List<BaseTrap> Traps( get; set; )
string TypeName( get; set; )
virtual void ClearCreatures()
virtual void ClearTraps()
virtual int ComputeSpawnCount()
virtual int ComputeTrapCount()
virtual void CreateRegion()
virtual void Deserialize( GenericReader reader )
virtual void DestroyRegion()
virtual void FullSpawn()
virtual void RecurseReset()
virtual void Serialize( GenericWriter writer )
virtual void Slice()
virtual void Spawn()
virtual void SpawnTrap()