public override void OnPlayerApproaching(Players.Player player) { if (player.Position.DistanceSquared(ref _position) < ActorData.Sphere.Radius * ActorData.Sphere.Radius * this.Scale * this.Scale && !_savepointReached) { _savepointReached = true; // TODO send real SavePointInformation, though im not sure if that is used for anything at all this.World.BroadcastIfRevealed(new SavePointInfoMessage { snoLevelArea = 102362, }, this); player.SavePointData = new Net.GS.Message.Fields.SavePointData() { snoWorld = World.WorldSNO.Id, SavepointId = SavepointId }; player.UpdateHeroState(); } }
public override void OnPlayerApproaching(Players.Player player) { if (player.Position.DistanceSquared(ref _position) < ActorData.Sphere.Radius * ActorData.Sphere.Radius * this.Scale * this.Scale && !_savepointReached) { _savepointReached = true; // TODO send real SavePointInformation, though im not sure if that is used for anything at all this.World.BroadcastIfRevealed(new SavePointInfoMessage { snoLevelArea = 102362, }, this); player.SavePointData = new Net.GS.Message.Fields.SavePointData() { snoWorld = World.WorldSNO.Id, SavepointId = SavepointId }; player.UpdateHeroState(); player.CheckPointPosition = this._position; // This seemed easier than having on Death find the SavePoint based on ID, then getting its location. - DarkLotus } }