DarkEmu_GameServer.Systems.ActionSkillAttack C# (CSharp) Метод

ActionSkillAttack() приватный Метод

private ActionSkillAttack ( ) : void
Результат void
        void ActionSkillAttack()
        {
            try
            {

                float x = 0, y = 0;
                bool[] aRound = null;
                if (!Character.Action.sAttack) return;
                obj o = null;
                if (Character.Action.Object != null && Character.Action.Object.GetType().ToString() == "DarkEmu_GameServer.obj")
                {
                    o = Character.Action.Object as obj;
                    if (o.Die || o.GetDie || o.LocalType != 1) { Character.Action.sAttack = false; StopSkillTimer(); return; }
                    if (o.Agro == null) o.Agro = new List<_agro>();
                    x = (float)o.x;
                    y = (float)o.y;
                    aRound = o.aRound;
                    if (!o.Attacking)
                        o.AddAgroDmg(Character.Information.UniqueID, 1);

                }
                //else { StopAttackTimer(); return; }
                if (o == null && Character.Action.Object != null && Character.Action.Object.GetType().ToString() == "DarkEmu_GameServer.Systems")
                {
                    Systems sys = Character.Action.Object as Systems;
                    if (!Character.Information.PvP || sys.Character.State.Die) { Character.Action.sAttack = false; StopSkillTimer(); return; }
                    if (!(Character.Information.PvP && sys.Character.Information.PvP)) { Character.Action.sAttack = false; StopSkillTimer(); return; }
                    x = sys.Character.Position.x;
                    y = sys.Character.Position.y;
                    aRound = sys.Character.aRound;
                }
                //else { StopAttackTimer(); return; }

                if (x == 0 && y == 0 && aRound == null) { Character.Action.sAttack = false; StopSkillTimer(); return; }

                double distance = Formule.gamedistance(Character.Position.x,
                        Character.Position.y,
                        x,
                        y);

                if (Character.Action.Skill.Distance == 0)
                    distance -= Data.ItemBase[Character.Information.Item.wID].ATTACK_DISTANCE;
                else distance -= Character.Action.Skill.Distance;

                if (distance >= 0)
                {
                    float farkx = x;
                    float farky = y;

                    if (Character.Action.Skill.Distance == 0)
                    {
                        if (Data.ItemBase[Character.Information.Item.wID].ATTACK_DISTANCE <= 10)
                            if (Systems.aRound(ref aRound, ref farkx, ref farky))

                            {
                                //Systems.aRound(ref farkx, ref farky, 1);
                            }
                    }

                    Character.Position.wX = farkx - Character.Position.x; //- Data.ItemBase[Character.Information.Item.wID].ATTACK_DISTANCE;
                    Character.Position.wY = farky - Character.Position.y; //- Data.ItemBase[Character.Information.Item.wID].ATTACK_DISTANCE;
                    Character.Position.kX = Character.Position.wX;
                    Character.Position.kY = Character.Position.wY;
                    if (!Character.InGame) return;
                    Send(Packet.Movement(new DarkEmu_GameServer.Global.vektor(Character.Information.UniqueID,
                                (float)Formule.packetx((float)farkx, Character.Position.xSec),
                                (float)Character.Position.z,
                                (float)Formule.packety((float)farky, Character.Position.ySec),
                                Character.Position.xSec,
                                Character.Position.ySec)));

                    if (Character.Information.Item.wID != 0)
                        distance += Data.ItemBase[Character.Information.Item.wID].ATTACK_DISTANCE;
                    else
                        distance += Data.SkillBase[Character.Action.Skill.MainSkill].Distance;
                    //Todo implent modified speed checks
                    Character.Position.Time = (distance / (Character.Speed.RunSpeed * 0.0768)) * 1000.0;
                    Character.Position.RecordedTime = Character.Position.Time;

                    Character.Position.packetxSec = Character.Position.xSec;
                    Character.Position.packetySec = Character.Position.ySec;

                    Character.Position.packetX = (ushort)Formule.packetx((float)farkx, Character.Position.xSec);
                    Character.Position.packetY = (ushort)Formule.packety((float)farky, Character.Position.ySec);

                    Character.Position.Walking = true;
                    StartMovementTimer((int)(Character.Position.Time * 0.1));
                    return;
                }

                StartSkill();
            }
            catch (Exception ex)
            {
                Console.WriteLine("Skill attack error {0}", ex);
                Systems.Debugger.Write(ex);
            }
        }
Systems