public virtual void OnActionChanged()
{
switch (Action)
{
case ActionType.Wander:
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
m_Mobile.FocusMob = null;
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
break;
case ActionType.Combat:
m_Mobile.Warmode = true;
m_Mobile.FocusMob = null;
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
break;
case ActionType.Guard:
m_Mobile.Warmode = true;
m_Mobile.FocusMob = null;
m_Mobile.Combatant = null;
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
m_NextStopGuard = Core.TickCount + (int)TimeSpan.FromSeconds(10).TotalMilliseconds;
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
break;
case ActionType.Flee:
m_Mobile.Warmode = true;
m_Mobile.FocusMob = null;
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
break;
case ActionType.Interact:
m_Mobile.Warmode = false;
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
break;
case ActionType.Backoff:
m_Mobile.Warmode = false;
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
break;
//gametec 04
case ActionType.Fish:
m_Mobile.Warmode = false;
//m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
//m_Mobile.Animate((int)WeaponAnimation.Slash2H, 13, 2, true, true, 4);
Server.Engines.Harvest.Fishing.System.BeginHarvesting(m_Mobile, this);
//Action = ActionType.Fish;
break;
}
}
int sound = 0x364; // water sound
int effect = 0x352D; // throwing pole in water animation.
from.Animate(AnimationType.Attack, 12); // where fish.EffectActions = new int[] { Core.SA ? 6 : 12 };
Effects.SendLocationEffect(loc, map, effect, 16, 4);
Effects.PlaySound(loc, map, sound);
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