#### Back to Server

## HonorContext

#### Nested Types: FirstHit, InternalTimer

(ctor) HonorContext( PlayerMobile source, Mobile target )
PlayerMobile Source( get; )
Mobile Target( get; )
void ApplyPerfectionDamageBonus( ref double factor )
void ApplyPerfectionLuckBonus( ref int luck )
void Cancel()
bool CheckDistance()
void OnSourceBeneficialAction( Mobile to )
void OnSourceDamaged( Mobile from, int amount )
void OnSourceKilled()
void OnTargetDamaged( Mobile from, int amount )
void OnTargetHit( Mobile from )
void OnTargetKilled()
void OnTargetMissed( Mobile from )
void OnTargetPoisoned()