invertika_game.Game.Being.update C# (CSharp) Method

update() protected method

protected update ( ) : void
return void
        void update()
        {
            ////update timers
            //for (Timers::iterator i = mTimers.begin(); i != mTimers.end(); i++)
            //{
            //    if (i.second > -1) i.second--;
            //}

            //int oldHP = getModifiedAttribute(ATTR_HP);
            //int newHP = oldHP;
            //int maxHP = getModifiedAttribute(ATTR_MAX_HP);

            //// Regenerate HP
            //if (mAction != DEAD && !isTimerRunning(T_B_HP_REGEN))
            //{
            //    setTimerHard(T_B_HP_REGEN, TICKS_PER_HP_REGENERATION);
            //    newHP += getModifiedAttribute(ATTR_HP_REGEN);
            //}
            //// Cap HP at maximum
            //if (newHP > maxHP)
            //{
            //    newHP = maxHP;
            //}
            //// Only update HP when it actually changed to avoid network noise
            //if (newHP != oldHP)
            //{
            //    setAttribute(ATTR_HP, newHP);
            //    raiseUpdateFlags(UPDATEFLAG_HEALTHCHANGE);
            //}

            //// Update lifetime of effects.
            //for (AttributeMap::iterator it = mAttributes.begin();
            //     it != mAttributes.end();
            //     ++it)
            //    if (it.second.tick())
            //        updateDerivedAttributes(it.first);

            //// Update and run status effects
            //StatusEffects::iterator it = mStatus.begin();
            //while (it != mStatus.end())
            //{
            //    it.second.time--;
            //    if (it.second.time > 0 && mAction != DEAD)
            //        it.second.status.tick(this, it.second.time);

            //    if (it.second.time <= 0 || mAction == DEAD)
            //    {
            //        mStatus.erase(it);
            //        it = mStatus.begin();
            //    }
            //    it++;
            //}

            //// Check if being died
            //if (getModifiedAttribute(ATTR_HP) <= 0 && mAction != DEAD)
            //    died();
        }