Package com.l2jfrozen.gameserver.network.serverpackets

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


      MyTargetSelected my = new MyTargetSelected(getObjectId(), 0);
      player.sendPacket(my);
      my = null;

      // Send a Server->Client packet ValidateLocation to correct the L2NpcInstance position and heading on the client
      player.sendPacket(new ValidateLocation(this));
    }
    else
    {
      // Calculate the distance between the L2PcInstance and the L2NpcInstance
      if(!canInteract(player))
View Full Code Here


      // Send a Server->Client packet MyTargetSelected to the L2PcInstance player
      MyTargetSelected my = new MyTargetSelected(getObjectId(), 0);
      player.sendPacket(my);
      my = null;

      player.sendPacket(new ValidateLocation(this));
    }
    else
    {
      // Calculate the distance between the L2PcInstance and the L2NpcInstance
      if(!canInteract(player))
View Full Code Here

      su.addAttribute(StatusUpdate.MAX_HP, getMaxHp());
      player.sendPacket(su);
      su = null;

      // Send a Server->Client packet ValidateLocation to correct the L2NpcInstance position and heading on the client
      player.sendPacket(new ValidateLocation(this));
    }
    else
    {
      if(isAutoAttackable(player) && Math.abs(player.getZ() - getZ()) < 100)
      {
View Full Code Here

      // player The color to display in the select window is White
      MyTargetSelected my = new MyTargetSelected(getObjectId(), 0);
      player.sendPacket(my);
      // Send a Server->Client packet ValidateLocation to correct the
      // L2NpcInstance position and heading on the client
      player.sendPacket(new ValidateLocation(this));
    }
    else
    {
      // Check if the L2PcInstance is in the _aggroList of the L2GuardInstance
      if(containsTarget(player))
View Full Code Here

        my = null;
      }
     
      player.setTimerToAttack(System.currentTimeMillis());
      // Send a Server->Client packet ValidateLocation to correct the L2NpcInstance position and heading on the client
      player.sendPacket(new ValidateLocation(this));
    }
    else
    {
     
      player.sendPacket(new ValidateLocation(this));
     
      // Check if the player is attackable (without a forced attack) and isn't dead
      if (isAutoAttackable(player) && !isAlikeDead())
      {
        // Check the height difference
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          player.sendPacket(my);
          my = null;
        }
       
        player.setTimerToAttack(System.currentTimeMillis());
        player.sendPacket(new ValidateLocation(this));
      }
      else
      {
        player.sendPacket(new ValidateLocation(this));
        // Check if the player is attackable (without a forced attack) and isn't dead
        if (isAutoAttackable(player) && !isAlikeDead())
        {
          // Check the height difference
          if (Math.abs(player.getZ() - getZ()) < 400) // this max heigth difference might need some tweaking
View Full Code Here

      MyTargetSelected my = new MyTargetSelected(getObjectId(), 0);
      player.sendPacket(my);
      my = null;

      // Send a Server->Client packet ValidateLocation to correct the L2NpcInstance position and heading on the client
      player.sendPacket(new ValidateLocation(this));
    }
    else
    {
      // Calculate the distance between the L2PcInstance and the L2NpcInstance
      if(!canInteract(player))
View Full Code Here

      MyTargetSelected my = new MyTargetSelected(getObjectId(), 0);
      player.sendPacket(my);
      my = null;

      // Send a Server->Client packet ValidateLocation to correct the L2NpcInstance position and heading on the client
      player.sendPacket(new ValidateLocation(this));
    }
    else
    {
      // Calculate the distance between the L2PcInstance and the L2NpcInstance
      if(!canInteract(player))
View Full Code Here

      su.addAttribute(StatusUpdate.MAX_HP, getMaxHp());
      player.sendPacket(su);
      su = null;

      // Send a Server->Client packet ValidateLocation to correct the L2NpcInstance position and heading on the client
      player.sendPacket(new ValidateLocation(this));
    }
    else
    {
      if(isAutoAttackable(player) && !isAlikeDead())
      {
View Full Code Here

      // Send a Server->Client packet MyTargetSelected to the L2PcInstance player
      MyTargetSelected my = new MyTargetSelected(getObjectId(), 0);
      player.sendPacket(my);

      // Send a Server->Client packet ValidateLocation to correct the L2Npc position and heading on the client
      player.sendPacket(new ValidateLocation(this));
    }
    else
    {
      // Calculate the distance between the L2PcInstance and the L2Npc
      if(!canInteract(player))
View Full Code Here

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Related Classes of com.l2jfrozen.gameserver.network.serverpackets.ValidateLocation

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