Package net.sf.l2j.gameserver.serverpackets

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


    if (looser == null) return;

    if (_partyDuel && looser.getParty() != null)
    {
      for (L2PcInstance temp : looser.getParty().getPartyMembers())
        temp.broadcastPacket(new SocialAction(temp.getObjectId(), 7));
    }
    else looser.broadcastPacket(new SocialAction(looser.getObjectId(), 7));
  }
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    // _macroses.restore();
    // _macroses.sendUpdate();
    _shortCuts.restore();
    sendPacket(new ShortCutInit(this));
   
    broadcastPacket(new SocialAction(getObjectId(), 15));
   
    // decayMe();
    // spawnMe(getX(), getY(), getZ());
   
    return true;
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        }
        else
        {
          // Send a Server->Client packet SocialAction to the all L2PcInstance on the _knownPlayer of the L2NpcInstance
          // to display a social action of the L2GuardInstance on their client
          SocialAction sa = new SocialAction(getObjectId(), Rnd.nextInt(8));
          broadcastPacket(sa);

          // Open a chat window on client with the text of the L2GuardInstance
          showChatWindow(player, 0);
        }
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      }
      else
      {
        // Send a Server->Client packet SocialAction to the all L2PcInstance on the _knownPlayer of the L2NpcInstance
        // to display a social action of the L2NpcInstance on their client
        SocialAction sa = new SocialAction(getObjectId(), Rnd.get(8));
        broadcastPacket(sa);
      }
    }
    // Send a Server->Client ActionFailed to the L2PcInstance in order to avoid that the client wait another packet
    player.sendPacket(new ActionFailed());
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