public void Release() { Debug.Log("Released the Pawn!"); PreviousPawn = ActivePawn; ActivePawn.Release(); ActivePawn = null; }
void S2C_WORLD_LOGIN() { var msg = GameHeader.S2C_WORLD_LOGIN.CreatePacket(); msg.WriteInt32((int)PacketStatusCode.NO_ERROR); ActiveController.WriteLoginStream(msg); ActivePawn.WriteLoginStream(msg); (ActivePawn.CharacterStats as Game_PlayerStats).WriteLoginStream(msg); ActivePawn.Effects.WriteLoginStream(msg); msg.Write(ActiveController.DBCharacter); msg.Write(ActiveController.DBCharacterSheet); msg.Write(ActiveController.DBItems); msg.Write(ActiveController.DBSkilldecks); msg.Write(ActiveController.DBSkillTokens); (ActivePawn.Skills as Game_PlayerSkills).WriteLoginStream(msg); (ActivePawn.questLog as Game_PlayerQuestLog).WriteLoginStream(msg); msg.WriteInt32(0); //num persistentVars //foreach var int32:contextID, int32:varID, int32:value msg.WriteInt32(ActiveController.GetAuthorityLevel()); Connection.SendMessage(msg); }