$Player['msuit'] = '0'; } $Pl->ProcessMS(true); $Ms =& $Pl->MS; if ($Player['msuit']) { // Repair and Update $RepUpdateFlag = $CFU_Time - $Player['time1'] >= 5; $Pl_Repaired = RepairPlayer($Pl->Player, $Pl->Eq['D'], $Pl->Eq['E'], 0, 0, $RepUpdateFlag); $Pl->Player['hp'] = $Pl_Repaired['hp']; $Pl->Player['en'] = $Pl_Repaired['en']; $Pl->Player['sp'] = $Pl_Repaired['sp']; $Pl->Player['status'] = $Pl_Repaired['status']; $Pl->Player['time1'] = $Pl_Repaired['time1']; } // Initialize Player Details $Pl->iniFixes(true); $Pl->analyzeHypermodeState(); $Pl->ProcessAllWeapon(); // // Prephase II // // Set Spec Sub-System: Check Requirements $Pl->checkSetSpec(); if ($Pl->SetSpecID) { // Include Interface include_once 'includes/spc/spc.superclass.php'; // Include Implementation Classes include_once 'includes/spc/spc.' . $Pl->SetSpecID . '.class.php'; $str = '$Pl->SetSpec = new sSpc_' . $Pl->SetSpecID . '($Pl);'; eval($str); $Pl->SetSpec->checkSetActivation();
$Op_Rank = "{$Op_Rank}({$RightsClass['Major']})"; } elseif ($Op->Player['rights']) { $Op_Rank = "{$Op_Rank}({$RightsClass['Leader']})"; } // Process Character Information // Using Phase Structure // // Prephase I // //Get User MS Stats if ($Op->Player['msuit'] == "nil") { $Op->Player['msuit'] = '0'; } $Op->ProcessMS(); // Initialize Player Details $Op->iniFixes(true); $Op->analyzeHypermodeState(); $Op->ProcessAllWeapon(); // // Prephase II // // Set Spec Sub-System: Check Requirements $Op->checkSetSpec(); if ($Op->SetSpecID) { // Include Interface include_once 'includes/spc/spc.superclass.php'; // Include Implementation Classes include_once 'includes/spc/spc.' . $Op->SetSpecID . '.class.php'; $str = '$Op->SetSpec = new sSpc_' . $Op->SetSpecID . '($Pl);'; eval($str); $Op->SetSpec->checkSetActivation();