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| virtual IMonster | LoopMonster [get, set] |
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| virtual IRoom | LoopMonsterRoom [get, set] |
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| virtual ICommand | ActionCommand [get, set] |
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| virtual long | OldParry [get, set] |
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| virtual long | NewParry [get, set] |
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| virtual bool | GotoCleanup [get, set] |
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| virtual string | Name [get, set] |
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| virtual IState | NextState [get, set] |
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| virtual bool | PreserveNextState [get, set] |
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| bool | GotoCleanup [get, set] |
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| string | Name [get, set] |
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| IState | NextState [get, set] |
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| bool | PreserveNextState [get, set] |
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◆ MonsterActionState()
| EamonRT.Game.States.MonsterActionState.MonsterActionState |
( |
| ) |
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◆ Execute()
| override void EamonRT.Game.States.MonsterActionState.Execute |
( |
| ) |
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virtual |
◆ MonsterAdjustsParryCheck()
| virtual void EamonRT.Game.States.MonsterActionState.MonsterAdjustsParryCheck |
( |
| ) |
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virtual |
◆ MonsterFleesCheck()
| virtual void EamonRT.Game.States.MonsterActionState.MonsterFleesCheck |
( |
| ) |
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virtual |
◆ ActionCommand
| virtual ICommand EamonRT.Game.States.MonsterActionState.ActionCommand |
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getset |
◆ LoopMonster
| virtual IMonster EamonRT.Game.States.MonsterActionState.LoopMonster |
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getset |
◆ LoopMonsterRoom
| virtual IRoom EamonRT.Game.States.MonsterActionState.LoopMonsterRoom |
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getset |
◆ NewParry
| virtual long EamonRT.Game.States.MonsterActionState.NewParry |
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getset |
◆ OldParry
| virtual long EamonRT.Game.States.MonsterActionState.OldParry |
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getset |
The documentation for this class was generated from the following file: