Package com.l2jfrozen.gameserver.network.serverpackets

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


    public void onAction(L2PcInstance player)
    {
    if (this != player.getTarget()) {
      player.setTarget(this);
      player.sendPacket(new MyTargetSelected(getObjectId(), player.getLevel() - getLevel()));
      player.sendPacket(new ValidateLocation(this));
    }
    else if (isInsideRadius(player, INTERACTION_DISTANCE, false, false))
    {
      //SocialAction sa = new SocialAction(this, Rnd.get(8));
      player.broadcastPacket(new SocialAction(player.getObjectId(), 8));
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      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))
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      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))
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      // 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))
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      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))
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      // 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))
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      // 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 L2ArtefactInstance position and heading on the client
      player.sendPacket(new ValidateLocation(this));
    }
    else
    {
      // Calculate the distance between the L2PcInstance and the L2NpcInstance
      if(!canInteract(player))
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      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))
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        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(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
    {
      // MyTargetSelected my = new MyTargetSelected(getObjectId(), player.getLevel());
      // player.sendPacket(my);
View Full Code Here

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