Package com.l2jfrozen.gameserver.network.serverpackets

Examples of com.l2jfrozen.gameserver.network.serverpackets.InventoryUpdate


        L2ItemInstance PvptokenItem = _inventory.getPvptokenInstance();
          _inventory.reducePvptoken(process, count, this, reference);
   
            if(!Config.FORCE_INVENTORY_UPDATE)
          {
            InventoryUpdate iu = new InventoryUpdate();
            iu.addItem(PvptokenItem);
            sendPacket(iu);
            iu = null;
          }
          else
          {
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      L2ItemInstance newitem = _inventory.addItem(process, item, this, reference);

      // Send inventory update packet
      if(!Config.FORCE_INVENTORY_UPDATE)
      {
        InventoryUpdate playerIU = new InventoryUpdate();
        playerIU.addItem(newitem);
        sendPacket(playerIU);
        playerIU = null;
      }
      else
      {
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        L2ItemInstance item = _inventory.addItem(process, itemId, count, this, reference);

        // Send inventory update packet
        if(!Config.FORCE_INVENTORY_UPDATE)
        {
          InventoryUpdate playerIU = new InventoryUpdate();
          playerIU.addItem(item);
          sendPacket(playerIU);
          playerIU = null;
        }
        else
        {
View Full Code Here

    }

    // Send inventory update packet
    if(!Config.FORCE_INVENTORY_UPDATE)
    {
      InventoryUpdate playerIU = new InventoryUpdate();
      playerIU.addItem(item);
      sendPacket(playerIU);
      playerIU = null;
    }
    else
    {
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    }

    // Send inventory update packet
    if(!Config.FORCE_INVENTORY_UPDATE)
    {
      InventoryUpdate playerIU = new InventoryUpdate();
      playerIU.addItem(item);
      sendPacket(playerIU);
      playerIU = null;
    }
    else
    {
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    }

    // Send inventory update packet
    if(!Config.FORCE_INVENTORY_UPDATE)
    {
      InventoryUpdate playerIU = new InventoryUpdate();
      playerIU.addItem(item);
      sendPacket(playerIU);
      playerIU = null;
    }
    else
    {
View Full Code Here

    }

    // Send inventory update packet
    if(!Config.FORCE_INVENTORY_UPDATE)
    {
      InventoryUpdate playerIU = new InventoryUpdate();
      playerIU.addItem(item);
      sendPacket(playerIU);
      playerIU = null;
    }
    else
    {
View Full Code Here

      return null;

    // Send inventory update packet
    if(!Config.FORCE_INVENTORY_UPDATE)
    {
      InventoryUpdate playerIU = new InventoryUpdate();

      if(oldItem.getCount() > 0 && oldItem != newItem)
      {
        playerIU.addModifiedItem(oldItem);
      }
      else
      {
        playerIU.addRemovedItem(oldItem);
      }

      sendPacket(playerIU);
      playerIU = null;
    }
    else
    {
      sendPacket(new ItemList(this, false));
    }

    // Update current load as well
    StatusUpdate playerSU = new StatusUpdate(getObjectId());
    playerSU.addAttribute(StatusUpdate.CUR_LOAD, getCurrentLoad());
    sendPacket(playerSU);
    playerSU = null;

    // Send target update packet
    if(target instanceof PcInventory)
    {
      L2PcInstance targetPlayer = ((PcInventory) target).getOwner();

      if(!Config.FORCE_INVENTORY_UPDATE)
      {
        InventoryUpdate playerIU = new InventoryUpdate();

        if(newItem.getCount() > count)
        {
          playerIU.addModifiedItem(newItem);
        }
        else
        {
          playerIU.addNewItem(newItem);
        }

        targetPlayer.sendPacket(playerIU);
      }
      else
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    // Send inventory update packet
    if(!Config.FORCE_INVENTORY_UPDATE)
    {
      InventoryUpdate playerIU = new InventoryUpdate();
      playerIU.addItem(item);
      sendPacket(playerIU);
      playerIU = null;
    }
    else
    {
View Full Code Here

   
    // Send inventory update packet
    if(!Config.FORCE_INVENTORY_UPDATE)
    {
      InventoryUpdate playerIU = new InventoryUpdate();
      playerIU.addItem(invitem);
      sendPacket(playerIU);
      playerIU = null;
    }
    else
    {
View Full Code Here

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