timginter
Member
Hi everyone.
I'm trying to check in CombatTimer in Mobile.cs if a mobile is .Controlled or .Summoned and I'm wondering what's the "best" way to do it.
From what I found I can create abstract "Controlled" and "Summoned" properties and override them in BaseCreature (and anywhere else...) or make the whole CombatTimer virtual and override it only in BaseCreature. I'd really appreciate any coments from someone more experienced on a better approach, programming-wise, because I'm stuck.
Also, I'm probably being really daft here, but why can't I use any of the classes declared in /Scripts (e.g. BaseCreature) in Core files like I can use in all of the other scirpts?
I'm trying to check in CombatTimer in Mobile.cs if a mobile is .Controlled or .Summoned and I'm wondering what's the "best" way to do it.
From what I found I can create abstract "Controlled" and "Summoned" properties and override them in BaseCreature (and anywhere else...) or make the whole CombatTimer virtual and override it only in BaseCreature. I'd really appreciate any coments from someone more experienced on a better approach, programming-wise, because I'm stuck.
Also, I'm probably being really daft here, but why can't I use any of the classes declared in /Scripts (e.g. BaseCreature) in Core files like I can use in all of the other scirpts?