Fixes code according to modern code style. Fixes a few expression bugs.

This commit is contained in:
Kamron Batman 2018-09-15 09:58:51 -07:00
parent 89eea25e5f
commit 970fd563b2
3324 changed files with 441118 additions and 433755 deletions

View file

@ -3,92 +3,85 @@ using System.Collections;
namespace Server.Items
{
/// <summary>
/// The assassin's friend.
/// A successful Mortal Strike will render its victim unable to heal any damage for several seconds.
/// Use a gruesome follow-up to finish off your foe.
/// </summary>
public class MortalStrike : WeaponAbility
{
public MortalStrike()
{
}
/// <summary>
/// The assassin's friend.
/// A successful Mortal Strike will render its victim unable to heal any damage for several seconds.
/// Use a gruesome follow-up to finish off your foe.
/// </summary>
public class MortalStrike : WeaponAbility
{
public static readonly TimeSpan PlayerDuration = TimeSpan.FromSeconds(6.0);
public static readonly TimeSpan NPCDuration = TimeSpan.FromSeconds(12.0);
public override int BaseMana => 30;
private static Hashtable m_Table = new Hashtable();
public static readonly TimeSpan PlayerDuration = TimeSpan.FromSeconds( 6.0 );
public static readonly TimeSpan NPCDuration = TimeSpan.FromSeconds( 12.0 );
public override int BaseMana => 30;
public override void OnHit(Mobile attacker, Mobile defender, int damage)
{
if ( !Validate( attacker ) || !CheckMana( attacker, true ) )
{
return;
}
public override void OnHit(Mobile attacker, Mobile defender, int damage)
{
if (!Validate(attacker) || !CheckMana(attacker, true)) return;
ClearCurrentAbility( attacker );
ClearCurrentAbility(attacker);
attacker.SendLocalizedMessage( 1060086 ); // You deliver a mortal wound!
defender.SendLocalizedMessage( 1060087 ); // You have been mortally wounded!
attacker.SendLocalizedMessage(1060086); // You deliver a mortal wound!
defender.SendLocalizedMessage(1060087); // You have been mortally wounded!
defender.PlaySound( 0x1E1 );
defender.FixedParticles( 0x37B9, 244, 25, 9944, 31, 0, EffectLayer.Waist );
defender.PlaySound(0x1E1);
defender.FixedParticles(0x37B9, 244, 25, 9944, 31, 0, EffectLayer.Waist);
// Do not reset timer if one is already in place.
if ( !IsWounded( defender ) )
BeginWound( defender, defender.Player ? PlayerDuration : NPCDuration );
}
// Do not reset timer if one is already in place.
if (!IsWounded(defender))
BeginWound(defender, defender.Player ? PlayerDuration : NPCDuration);
}
private static Hashtable m_Table = new Hashtable();
public static bool IsWounded(Mobile m)
{
return m_Table.Contains(m);
}
public static bool IsWounded( Mobile m )
{
return m_Table.Contains( m );
}
public static void BeginWound(Mobile m, TimeSpan duration)
{
Timer t = (Timer)m_Table[m];
public static void BeginWound( Mobile m, TimeSpan duration )
{
Timer t = (Timer)m_Table[m];
t?.Stop();
t?.Stop();
t = new InternalTimer(m, duration);
m_Table[m] = t;
t = new InternalTimer( m, duration );
m_Table[m] = t;
t.Start();
t.Start();
m.YellowHealthbar = true;
}
m.YellowHealthbar = true;
}
public static void EndWound(Mobile m)
{
if (!IsWounded(m))
return;
public static void EndWound( Mobile m )
{
if ( !IsWounded( m ) )
return;
Timer t = (Timer)m_Table[m];
Timer t = (Timer)m_Table[m];
t?.Stop();
t?.Stop();
m_Table.Remove(m);
m_Table.Remove( m );
m.YellowHealthbar = false;
m.SendLocalizedMessage(1060208); // You are no longer mortally wounded.
}
m.YellowHealthbar = false;
m.SendLocalizedMessage( 1060208 ); // You are no longer mortally wounded.
}
private class InternalTimer : Timer
{
private Mobile m_Mobile;
private class InternalTimer : Timer
{
private Mobile m_Mobile;
public InternalTimer(Mobile m, TimeSpan duration) : base(duration)
{
m_Mobile = m;
Priority = TimerPriority.TwoFiftyMS;
}
public InternalTimer( Mobile m, TimeSpan duration ) : base( duration )
{
m_Mobile = m;
Priority = TimerPriority.TwoFiftyMS;
}
protected override void OnTick()
{
EndWound( m_Mobile );
}
}
}
}
protected override void OnTick()
{
EndWound(m_Mobile);
}
}
}
}