using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using FFXIVClassic_Map_Server.Actors; using FFXIVClassic_Map_Server.packets.send.actor; namespace FFXIVClassic_Map_Server.actors.chara.ai.state { class DespawnState : State { private DateTime respawnTime; public DespawnState(Character owner, uint respawnTimeSeconds) : base(owner, null) { startTime = Program.Tick; respawnTime = startTime.AddSeconds(respawnTimeSeconds); owner.ChangeState(SetActorStatePacket.MAIN_STATE_DEAD2); owner.OnDespawn(); } public override bool Update(DateTime tick) { if (tick >= respawnTime) { owner.ResetTempVars(); owner.Spawn(tick); return true; } return false; } } }