Package net.sf.l2j.gameserver.serverpackets

Examples of net.sf.l2j.gameserver.serverpackets.CharMoveToLocation


            // Send a Server->Client packet MoveToPawn/CharMoveToLocation to the actor and all L2PcInstance in its _knownPlayers
            if (pawn instanceof L2Character) {
              if(_actor.isOnGeodataPath())
              {
                _actor.broadcastPacket(new CharMoveToLocation(_actor));
                _clientMovingToPawnOffset = 0;
              }
              else if (sendPacket) // don't repeat unnecessarily
                _actor.broadcastPacket(new MoveToPawn(_actor, (L2Character) pawn, offset));
            }
            else
              _actor.broadcastPacket(new CharMoveToLocation(_actor));
        }
        else
        {
            _actor.sendPacket(new ActionFailed());
        }
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            // Calculate movement data for a move to location action and add the actor to movingObjects of GameTimeController
            _accessor.moveTo(x, y, z);

            // Send a Server->Client packet CharMoveToLocation to the actor and all L2PcInstance in its _knownPlayers
            CharMoveToLocation msg = new CharMoveToLocation(_actor);
            _actor.broadcastPacket(msg);

        }
        else
        {
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                player.sendPacket(msg);
            }
            else
            {
                // Send a Server->Client packet CharMoveToLocation to the actor and all L2PcInstance in its _knownPlayers
                CharMoveToLocation msg = new CharMoveToLocation(_actor);
                player.sendPacket(msg);
            }
        }
    }
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    // the CtrlEvent.EVT_ARRIVED will be sent when the character will actually arrive
    // to destination by GameTimeController
   
    // Send a Server->Client packet CharMoveToLocation to the actor and all L2PcInstance in its _knownPlayers
    CharMoveToLocation msg = new CharMoveToLocation(this);
    broadcastPacket(msg);
   
    return true;
  }
View Full Code Here

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