public void RemoveInhibitor(IInhibitor inhib) { lock (_inhibitorsLock) { _inhibitors.Remove(inhib.NetId); } }
public void AddInhibitor(IInhibitor inhib) { lock (_inhibitorsLock) { _inhibitors.Add(inhib.NetId, inhib); } }
public InhibitorStateUpdate(IInhibitor inhi) : base(PacketCmd.PKT_S2C_INHIBITOR_STATE, inhi.NetId) { Write((byte)inhi.InhibitorState); Write((byte)0); Write((byte)0); }
public void NotifyInhibitorState(IInhibitor inhibitor, IGameObject killer = null, List <IChampion> assists = null) { UnitAnnounce announce; switch (inhibitor.InhibitorState) { case InhibitorState.DEAD: announce = new UnitAnnounce(UnitAnnounces.INHIBITOR_DESTROYED, inhibitor, killer, assists); _packetHandlerManager.BroadcastPacket(announce, Channel.CHL_S2C); var anim = new InhibitorDeathAnimation(inhibitor, killer); _packetHandlerManager.BroadcastPacket(anim, Channel.CHL_S2C); break; case InhibitorState.ALIVE: announce = new UnitAnnounce(UnitAnnounces.INHIBITOR_SPAWNED, inhibitor, killer, assists); _packetHandlerManager.BroadcastPacket(announce, Channel.CHL_S2C); break; } var packet = new InhibitorStateUpdate(inhibitor); _packetHandlerManager.BroadcastPacket(packet, Channel.CHL_S2C); }
public void NotifyInhibitorSpawningSoon(IInhibitor inhibitor) { var packet = new UnitAnnounce(UnitAnnounces.INHIBITOR_ABOUT_TO_SPAWN, inhibitor); _packetHandlerManager.BroadcastPacket(packet, Channel.CHL_S2C); }
public InhibitorDeathAnimation(IInhibitor inhi, IGameObject killer) : base(PacketCmd.PKT_S2C_INHIBITOR_DEATH_ANIMATION, inhi.NetId) { WriteNetId(killer); Write(0); //unk }
public InhibitorStateResponse(IInhibitor inhibitor, IGameObject killer = null, List <IChampion> assists = null) { Inhibitor = inhibitor; Killer = killer; Assists = assists; }