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BaseWeapon : Item, IEntity, IPoint3D, IPoint2D

(ctor) BaseWeapon( Serial serial )
(ctor) BaseWeapon( int minDamage, int maxDamage, int speed, int hitSound, int missSound, int maxRange, SkillName skill, WeaponType type, WeaponAnimation animation, int itemID, Layer layer )
WeaponAccuracyLevel AccuracyLevel{ get; set; }
WeaponAnimation Animation{ get; set; }
Mobile Crafter{ get; set; }
WeaponDamageLevel DamageLevel{ get; set; }
WeaponDurabilityLevel DurabilityLevel{ get; set; }
BaseWeapon Fists{ get; set; }
int HitSound{ get; set; }
int MaxDamage{ get; set; }
int MaxRange{ get; set; }
int MinDamage{ get; set; }
int MissSound{ get; set; }
Poison Poison{ get; set; }
int PoisonCharges{ get; set; }
WeaponQuality Quality{ get; set; }
SkillName Skill{ get; set; }
int Speed{ get; set; }
WeaponType Type{ get; set; }
virtual bool CheckHit( Mobile attacker, Mobile defender )
virtual int ComputeDamage( Mobile attacker, Mobile defender )
virtual void Deserialize( GenericReader reader )
virtual double GetAttackSkillValue( Mobile attacker, Mobile defender )
virtual double GetBaseDamage( Mobile attacker, Mobile defender )
virtual double GetDefendSkillValue( Mobile attacker, Mobile defender )
virtual TimeSpan GetDelay( Mobile m )
virtual void OnHit( Mobile attacker, Mobile defender )
virtual void OnMiss( Mobile attacker, Mobile defender )
virtual void OnSingleClick( Mobile from )
virtual TimeSpan OnSwing( Mobile attacker, Mobile defender )
virtual void PlaySwingAnimation( Mobile from )
virtual void Serialize( GenericWriter writer )