ACR_CreatureBehavior.CreatureObject.RefreshNegativeStatuses C# (CSharp) Method

RefreshNegativeStatuses() public method

This refreshes the public variables which track status afflictions on the creature.
public RefreshNegativeStatuses ( ) : void
return void
        public void RefreshNegativeStatuses()
        {
            AbilityDamaged = false;
            AbilityDrained = false;
            Blinded = false;
            Charmed = false;
            Confused = false;
            Cursed = false;
            Darkness = false;
            Dazed = false;
            Deaf = false;
            Diseased = false;
            Dominated = false;
            Entangled = false;
            Frightened = false;
            Insane = false;
            MoveDown = false;
            LevelDrain = false;
            Paralyzed = false;
            Petrified = false;
            Poisoned = false;
            Silenced = false;
            Sleeping = false;
            Slowed = false;
            Stunned = false;
            Turned = false;
            Wounded = false;

            foreach (NWEffect Effect in Script.GetObjectEffects(this.ObjectId))
            {
                int nEffectType = Script.GetEffectType(Effect);
                int nEffectSubType = Script.GetEffectSubType(Effect);
                if (nEffectType == CLRScriptBase.EFFECT_TYPE_ABILITY_DECREASE)
                {
                    if (nEffectSubType == CLRScriptBase.SUBTYPE_MAGICAL || nEffectSubType == CLRScriptBase.SUBTYPE_EXTRAORDINARY)
                        AbilityDamaged = true;
                    else
                        AbilityDrained = true;
                }

                else if (nEffectType == CLRScriptBase.EFFECT_TYPE_BLINDNESS)
                    Blinded = true;

                else if (nEffectType == CLRScriptBase.EFFECT_TYPE_CHARMED)
                    Charmed = true;

                else if (nEffectType == CLRScriptBase.EFFECT_TYPE_CONFUSED)
                    Confused = true;

                else if (nEffectType == CLRScriptBase.EFFECT_TYPE_CURSE)
                    Cursed = true;

                else if (nEffectType == CLRScriptBase.EFFECT_TYPE_DARKNESS)
                    Darkness = true;

                else if (nEffectType == CLRScriptBase.EFFECT_TYPE_DAZED)
                    Dazed = true;

                else if (nEffectType == CLRScriptBase.EFFECT_TYPE_DEAF)
                    Deaf = true;

                else if (nEffectType == CLRScriptBase.EFFECT_TYPE_DISEASE)
                    Diseased = true;

                else if (nEffectType == CLRScriptBase.EFFECT_TYPE_DOMINATED)
                    Dominated = true;

                else if (nEffectType == CLRScriptBase.EFFECT_TYPE_ENTANGLE)
                    Entangled = true;

                else if (nEffectType == CLRScriptBase.EFFECT_TYPE_FRIGHTENED)
                    Frightened = true;

                else if (nEffectType == CLRScriptBase.EFFECT_TYPE_INSANE)
                    Insane = true;

                else if (nEffectType == CLRScriptBase.EFFECT_TYPE_MOVEMENT_SPEED_DECREASE)
                    MoveDown = true;

                else if (nEffectType == CLRScriptBase.EFFECT_TYPE_NEGATIVELEVEL)
                    LevelDrain = true;

                else if (nEffectType == CLRScriptBase.EFFECT_TYPE_PARALYZE)
                    Paralyzed = true;

                else if (nEffectType == CLRScriptBase.EFFECT_TYPE_PETRIFY)
                    Petrified = true;

                else if (nEffectType == CLRScriptBase.EFFECT_TYPE_POISON)
                    Poisoned = true;

                else if (nEffectType == CLRScriptBase.EFFECT_TYPE_SILENCE)
                    Silenced = true;

                else if (nEffectType == CLRScriptBase.EFFECT_TYPE_SLEEP)
                    Sleeping = true;

                else if (nEffectType == CLRScriptBase.EFFECT_TYPE_SLOW)
                    Slowed = true;

                else if (nEffectType == CLRScriptBase.EFFECT_TYPE_STUNNED)
                    Stunned = true;

                else if (nEffectType == CLRScriptBase.EFFECT_TYPE_TURNED)
                    Turned = true;

                else if (nEffectType == CLRScriptBase.EFFECT_TYPE_WOUNDING)
                    Wounded = true;

            }
        }