Alexandria.Engines.DarkSouls.TableRows.Attack.Attack C# (CSharp) Метод

Attack() приватный Метод

private Attack ( ParameterTable table, int index ) : System
table ParameterTable
index int
Результат System
            internal Attack(ParameterTable table, int index)
                : base(table, index)
            {
                BitFields = new byte[1];
                Hit0_Radius = (Single)0;
                Hit1_Radius = (Single)0;
                Hit2_Radius = (Single)0;
                Hit3_Radius = (Single)0;
                KnockbackDist = (Single)0;
                HitStopTime = (Single)0;
                SpEffectId0 = (Int32)(-1);
                SpEffectId1 = (Int32)(-1);
                SpEffectId2 = (Int32)(-1);
                SpEffectId3 = (Int32)(-1);
                SpEffectId4 = (Int32)(-1);
                Hit0_DmyPoly1 = (Int16)0;
                Hit1_DmyPoly1 = (Int16)0;
                Hit2_DmyPoly1 = (Int16)0;
                Hit3_DmyPoly1 = (Int16)0;
                Hit0_DmyPoly2 = (Int16)0;
                Hit1_DmyPoly2 = (Int16)0;
                Hit2_DmyPoly2 = (Int16)0;
                Hit3_DmyPoly2 = (Int16)0;
                BlowingCorrection = (UInt16)0;
                AtkPhysCorrection = (UInt16)0;
                AtkMagCorrection = (UInt16)0;
                AtkFireCorrection = (UInt16)0;
                AtkThunCorrection = (UInt16)0;
                AtkStamCorrection = (UInt16)0;
                GuardAtkRateCorrection = (UInt16)0;
                GuardBreakCorrection = (UInt16)0;
                AtkThrowEscapeCorrection = (UInt16)0;
                AtkSuperArmorCorrection = (UInt16)0;
                AtkPhys = (UInt16)0;
                AtkMag = (UInt16)0;
                AtkFire = (UInt16)0;
                AtkThun = (UInt16)0;
                AtkStam = (UInt16)0;
                GuardAtkRate = (UInt16)0;
                GuardBreakRate = (UInt16)0;
                AtkSuperArmor = (UInt16)0;
                AtkThrowEscape = (UInt16)0;
                AtkObj = (UInt16)0;
                GuardStaminaCutRate = (Int16)0;
                GuardRate = (Int16)0;
                ThrowTypeId = (UInt16)0;
                Hit0_hitType = (AttackHitType)0;
                Hit1_hitType = (AttackHitType)0;
                Hit2_hitType = (AttackHitType)0;
                Hit3_hitType = (AttackHitType)0;
                Hti0_Priority = (Byte)0;
                Hti1_Priority = (Byte)0;
                Hti2_Priority = (Byte)0;
                Hti3_Priority = (Byte)0;
                DamageLevel = (Byte)0;
                MapHitType = (AttackMapHit)0;
                GuardCutCancelRate = (SByte)0;
                AtkAttribute = (AttackAttackAttributes)0;
                SpecialAttributes = (AttackParameterSpecialAttributes)0;
                AttackType = (BehaviorAttackType)0;
                AtkMaterial = (WeaponMaterialAttack)0;
                AtkSize = (BehaviorAttackSize)0;
                DefMaterial = (WeaponMaterialDefend)0;
                DefSfxMaterial = (WeaponMaterialDefendSound)0;
                HitSourceType = (AttackHitSource)0;
                ThrowFlag = (AttackThrowFlag)0;
                DisableGuard = false;
                DisableStaminaAttack = false;
                DisableHitSpEffect = false;
                IgnoreNotifyMissSwingForAI = false;
                RepeatHitSfx = false;
                IsArrowAtk = false;
                IsGhostAtk = false;
                IsDisableNoDamage = false;
                Pad = new Byte[1];
            }

Same methods

TableRows.Attack::Attack ( ParameterTable table, int index, AssetLoader loader, int next ) : System
TableRows.Attack