public function __construct($aInvolved, &$cKill, &$cKillboard) { $this->characterID = $aInvolved->characterID; $this->characterName = $aInvolved->characterName; $this->corporationID = $aInvolved->corporationID; $this->corporationName = $aInvolved->corporationName; $this->allianceID = $aInvolved->allianceID; $this->allianceName = $aInvolved->allianceName; $this->factionID = $aInvolved->factionID; $this->factionName = $aInvolved->factionName; $this->securityStatus = $aInvolved->securityStatus; $this->damageDone = $aInvolved->damageDone; $this->finalBlow = $aInvolved->finalBlow; $this->weaponTypeID = $aInvolved->weaponTypeID; $this->shipTypeID = $aInvolved->shipTypeID; $aCorp =& $cKillboard->getCorporation($this->corporationName); if (!is_object($aCorp)) { $cKillboard->corp[] = $aCorp = new Corporation(SHIP_KILL, $this->corporationID, $this->corporationName, $this->allianceID, $this->allianceName, $cKill); } else { if (!$cKill->isCorpAlreadyInvolved($this->corporationName)) { // Increment killcount $aCorp->killCount++; // If EVEKILL_SECS_ELAPSED_ASSUME_NEW_BATTLE seconds have elapsed since the last kill by this corp, assume it // is a new battle (and adds weight to the fact they are probably resident) if (is_null($aCorp->timeEarliestKill) || strtotime($cKill->timestamp) + EVEKILL_SECS_ELAPSED_ASSUME_NEW_BATTLE <= $aCorp->timeEarliestKill) { $aCorp->battle[] =& $cKill; } // Update kill times if (strtotime($cKill->timestamp) < $aCorp->timeEarliestKill || is_null($aCorp->timeEarliestKill)) { $aCorp->timeEarliestKill = strtotime($cKill->timestamp); } if (strtotime($cKill->timestamp) > $aCorp->timeLatestKill || is_null($aCorp->timeLatestKill)) { $aCorp->timeLatestKill = strtotime($cKill->timestamp); } // Add kill to this corp's kill database $aCorp->addKill($cKill, false); } // Increment involved parties and ships $aCorp->addInvolved(); } // Add the killers ship and weapon to their "use" database $aCorp->addShip($this->shipTypeID, SHIP_KILL); $aCorp->addWeapon($this->weaponTypeID); }