sync and some misc things

This commit is contained in:
mark 2010-10-21 04:25:47 +00:00
parent d1f9a38518
commit ed97d43c9e
15 changed files with 77 additions and 78 deletions

View file

@ -60,8 +60,8 @@ namespace Server.Mobiles
{
None = 0x0000,
Meat = 0x0001,
FruitsAndVegies = 0x0002,
GrainsAndHay = 0x0004,
FruitsAndVegies = 0x0002,
GrainsAndHay = 0x0004,
Fish = 0x0008,
Eggs = 0x0010,
Gold = 0x0020
@ -174,36 +174,36 @@ namespace Server.Mobiles
#region Var declarations
private BaseAI m_AI; // THE AI
private AIType m_CurrentAI; // The current AI
private AIType m_DefaultAI; // The default AI
private AIType m_CurrentAI; // The current AI
private AIType m_DefaultAI; // The default AI
private Mobile m_FocusMob; // Use focus mob instead of combatant, maybe we don't whan to fight
private FightMode m_FightMode; // The style the mob uses
private FightMode m_FightMode; // The style the mob uses
private int m_iRangePerception; // The view area
private int m_iRangeFight; // The fight distance
private bool m_bDebugAI; // Show debug AI messages
private bool m_bDebugAI; // Show debug AI messages
private int m_iTeam; // Monster Team
private int m_iTeam; // Monster Team
private double m_dActiveSpeed; // Timer speed when active
private double m_dPassiveSpeed; // Timer speed when not active
private double m_dCurrentSpeed; // The current speed, lets say it could be changed by something;
private double m_dActiveSpeed; // Timer speed when active
private double m_dPassiveSpeed; // Timer speed when not active
private double m_dCurrentSpeed; // The current speed, lets say it could be changed by something;
private Point3D m_pHome; // The home position of the creature, used by some AI
private Point3D m_pHome; // The home position of the creature, used by some AI
private int m_iRangeHome = 10; // The home range of the creature
List<Type> m_arSpellAttack; // List of attack spell/power
List<Type> m_arSpellDefense; // List of defensive spell/power
private bool m_bControlled; // Is controlled
private Mobile m_ControlMaster; // My master
private Mobile m_ControlTarget; // My target mobile
private Point3D m_ControlDest; // My target destination (patrol)
private OrderType m_ControlOrder; // My order
private bool m_bControlled; // Is controlled
private Mobile m_ControlMaster; // My master
private Mobile m_ControlTarget; // My target mobile
private Point3D m_ControlDest; // My target destination (patrol)
private OrderType m_ControlOrder; // My order
private int m_Loyalty;
private int m_Loyalty;
private double m_dMinTameSkill;
private bool m_bTamable;
@ -222,22 +222,22 @@ namespace Server.Mobiles
private Mobile m_SummonMaster;
private int m_HitsMax = -1;
private int m_StamMax = -1;
private int m_ManaMax = -1;
private int m_DamageMin = -1;
private int m_DamageMax = -1;
private int m_HitsMax = -1;
private int m_StamMax = -1;
private int m_ManaMax = -1;
private int m_DamageMin = -1;
private int m_DamageMax = -1;
private int m_PhysicalResistance, m_PhysicalDamage = 100;
private int m_FireResistance, m_FireDamage;
private int m_ColdResistance, m_ColdDamage;
private int m_PoisonResistance, m_PoisonDamage;
private int m_EnergyResistance, m_EnergyDamage;
private int m_ChaosDamage;
private int m_DirectDamage;
private int m_PhysicalResistance, m_PhysicalDamage = 100;
private int m_FireResistance, m_FireDamage;
private int m_ColdResistance, m_ColdDamage;
private int m_PoisonResistance, m_PoisonDamage;
private int m_EnergyResistance, m_EnergyDamage;
private int m_ChaosDamage;
private int m_DirectDamage;
private List<Mobile> m_Owners;
private List<Mobile> m_Friends;
private List<Mobile> m_Owners;
private List<Mobile> m_Friends;
private bool m_IsStabled;
@ -1636,7 +1636,7 @@ namespace Server.Mobiles
// Version 14
writer.Write( (bool)m_RemoveIfUntamed );
writer.Write( (int)m_RemoveStep );
// Version 17
if ( IsStabled || ( Controlled && ControlMaster != null ) )
writer.Write( TimeSpan.Zero );
@ -1848,7 +1848,7 @@ namespace Server.Mobiles
m_RemoveIfUntamed = reader.ReadBool();
m_RemoveStep = reader.ReadInt();
}
TimeSpan deleteTime = TimeSpan.Zero;
if ( version >= 17 )