But I'm not sure this is really what I'm looking for, and this isn't used around "Update" code (npc.BroadCastUpdate() use SendObjectUpdate(), SendObjectUpdate has no code to send level or similar)byte level = npc.GetDisplayLevel(m_gameClient.Player);
if((npc.Flags&GameNPC.eFlags.STATUE)!=0)
{
level |= 0x80;
}
pak.WriteByte(level);
public override eRealm Realm
{
get
{
IControlledBrain brain = Brain as IControlledBrain;
if (brain != null)
return brain.Owner.Realm; // always realm of the owner
return base.Realm;
}
set
{
base.Realm = value;
if (ObjectState == eObjectState.Active)
{
foreach (GamePlayer player in GetPlayersInRadius(WorldMgr.VISIBILITY_DISTANCE))
{
player.Out.SendNPCCreate(this);
if (m_inventory != null)
player.Out.SendLivingEquipmentUpdate(this);
}
BroadcastUpdate();
}
}
}
SendNPCCreate on target mob being controlled...if (controlledBrain.Body != null)
{
Player.Out.SendNPCCreate(controlledBrain.Body); // after open pet window again send creation NPC packet
if (controlledBrain.Body.Inventory != null)
Player.Out.SendLivingEquipmentUpdate(controlledBrain.Body);
}
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