#### Back to Server.Items

## Fists : BaseMeleeWeapon, IHued, IComparable<Item>, ISerializable, ISpawnable, IEntity, IPoint3D, IPoint2D, IComparable, IComparable<IEntity>, IWeapon, IFactionItem, ICraftable, ISlayer, IDurability

#### Nested Types: MoveDelayTimer

(static) bool CheckMove( Mobile m, SkillName other )
(static) void EventSink_DisarmRequest( DisarmRequestEventArgs e )
(static) void EventSink_StunRequest( StunRequestEventArgs e )
(static) bool HasFreeHands( Mobile m )
(static) void Initialize()
(static) void StartMoveDelay( Mobile m )
(ctor) Fists()
(ctor) Fists( Serial serial )
int AosMaxDamage( get; )
int AosMinDamage( get; )
int AosSpeed( get; )
int AosStrengthReq( get; )
WeaponAnimation DefAnimation( get; )
int DefHitSound( get; )
int DefMissSound( get; )
SkillName DefSkill( get; )
WeaponType DefType( get; )
float MlSpeed( get; )
int OldMaxDamage( get; )
int OldMinDamage( get; )
int OldSpeed( get; )
int OldStrengthReq( get; )
WeaponAbility PrimaryAbility( get; )
WeaponAbility SecondaryAbility( get; )
virtual void Deserialize( GenericReader reader )
virtual double GetDefendSkillValue( Mobile attacker, Mobile defender )
virtual TimeSpan OnSwing( Mobile attacker, Mobile defender )
virtual void Serialize( GenericWriter writer )