Package lineage2.gameserver.network.serverpackets

Examples of lineage2.gameserver.network.serverpackets.EtcStatusUpdate


      activeChar.getFriendList().notifyFriends(true);
      loadTutorial(activeChar);
      activeChar.restoreDisableSkills();
      activeChar.mentoringLoginConditions();
    }
    sendPacket(new L2FriendList(activeChar), new ExStorageMaxCount(activeChar), new QuestList(activeChar), new ExBasicActionList(activeChar), new EtcStatusUpdate(activeChar));
    activeChar.checkHpMessages(activeChar.getMaxHp(), activeChar.getCurrentHp());
    activeChar.checkDayNightMessages();
    if (Config.PETITIONING_ALLOWED)
    {
      PetitionManager.getInstance().checkPetitionMessages(activeChar);
View Full Code Here


  {
    if (!isVisible())
    {
      return;
    }
    sendPacket(new EtcStatusUpdate(this));
  }
View Full Code Here

    }
    finally
    {
      DbUtils.closeQuietly(con, statement);
    }
    sendPacket(new EtcStatusUpdate(this));
  }
View Full Code Here

    {
      sendPacket(Msg.SOUL_CANNOT_BE_ABSORBED_ANY_MORE);
      return;
    }
    _consumedSouls = i;
    sendPacket(new EtcStatusUpdate(this));
  }
View Full Code Here

    {
      broadcastRelationChanged();
    }
    if (lastInDangerArea != isInDangerArea)
    {
      sendPacket(new EtcStatusUpdate(this));
    }
    if (lastOnSiegeField != isOnSiegeField)
    {
      broadcastRelationChanged();
      if (isOnSiegeField)
View Full Code Here

  public void onShutdown()
  {}
 
  public void broadcastPacket(int value, boolean b)
  {
    L2GameServerPacket trigger = new EventTrigger(value, b);
    for (Player player : GameObjectsStorage.getAllPlayersForIterate())
      player.sendPacket(trigger);

  }
View Full Code Here

  }
 
  public void broadcastSend(Castle castle)
  {
    L2GameServerPacket trigger = new ExCastleState(castle);
    for (Player player : GameObjectsStorage.getAllPlayersForIterate())
      player.sendPacket(trigger);

  }
View Full Code Here

      if (castle != null)
      { 
        if(_side.ordinal()==1 || _side.ordinal()==0)
        {
        ((Player) cha).sendPacket(new ExCastleState(castle));
        broadcastPacket(_side.ordinal(),true);
        broadcastSend(castle);
        Announcements.getInstance().announceToAll(new ExCastleState(castle));
        //broadcastPacket(_side.ordinal(),false);
        }
        else
        {
        ((Player) cha).sendPacket(new ExCastleState(castle));
        broadcastPacket(_side.ordinal(),true);
        broadcastSend(castle);
        Announcements.getInstance().announceToAll(new ExCastleState(castle));
        //broadcastPacket(_side.ordinal(),false);
        }
       
        //return;
      }
View Full Code Here

  @Override
  public void onPlayerEnter(Player player)
  {
    super.onPlayerEnter(player);
    player.sendPacket(new ExSendUIEvent(player, 0, 1, (int) (System.currentTimeMillis() - _savedTime) / 1000, 0, NpcString.NONE));
  }
View Full Code Here

  @Override
  public void onPlayerExit(Player player)
  {
    super.onPlayerExit(player);
    player.sendPacket(new ExSendUIEvent(player, 1, 1, 0, 0));
  }
View Full Code Here

TOP

Related Classes of lineage2.gameserver.network.serverpackets.EtcStatusUpdate

Copyright © 2018 www.massapicom. All rights reserved.
All source code are property of their respective owners. Java is a trademark of Sun Microsystems, Inc and owned by ORACLE Inc. Contact coftware#gmail.com.