using System; using ACE.Entity.Enum; namespace ACE.Entity.Models { public class PropertiesEmoteAction { /// /// This is only used to tie this property back to a specific database row /// public uint DatabaseRecordId { get; set; } public uint Type { get; set; } public float Delay { get; set; } public float Extent { get; set; } public MotionCommand? Motion { get; set; } public string Message { get; set; } public string TestString { get; set; } public int? Min { get; set; } public int? Max { get; set; } public long? Min64 { get; set; } public long? Max64 { get; set; } public double? MinDbl { get; set; } public double? MaxDbl { get; set; } public int? Stat { get; set; } public bool? Display { get; set; } public int? Amount { get; set; } public long? Amount64 { get; set; } public long? HeroXP64 { get; set; } public double? Percent { get; set; } public int? SpellId { get; set; } public int? WealthRating { get; set; } public int? TreasureClass { get; set; } public int? TreasureType { get; set; } public PlayScript? PScript { get; set; } public Sound? Sound { get; set; } public sbyte? DestinationType { get; set; } public uint? WeenieClassId { get; set; } public int? StackSize { get; set; } public int? Palette { get; set; } public float? Shade { get; set; } public bool? TryToBond { get; set; } public uint? ObjCellId { get; set; } public float? OriginX { get; set; } public float? OriginY { get; set; } public float? OriginZ { get; set; } public float? AnglesW { get; set; } public float? AnglesX { get; set; } public float? AnglesY { get; set; } public float? AnglesZ { get; set; } public PropertiesEmoteAction Clone() { var result = new PropertiesEmoteAction { Type = Type, Delay = Delay, Extent = Extent, Motion = Motion, Message = Message, TestString = TestString, Min = Min, Max = Max, Min64 = Min64, Max64 = Max64, MinDbl = MinDbl, MaxDbl = MaxDbl, Stat = Stat, Display = Display, Amount = Amount, Amount64 = Amount64, HeroXP64 = HeroXP64, Percent = Percent, SpellId = SpellId, WealthRating = WealthRating, TreasureClass = TreasureClass, TreasureType = TreasureType, PScript = PScript, Sound = Sound, DestinationType = DestinationType, WeenieClassId = WeenieClassId, StackSize = StackSize, Palette = Palette, Shade = Shade, TryToBond = TryToBond, ObjCellId = ObjCellId, OriginX = OriginX, OriginY = OriginY, OriginZ = OriginZ, AnglesW = AnglesW, AnglesX = AnglesX, AnglesY = AnglesY, AnglesZ = AnglesZ, }; return result; } } }