public void processQueuedHits() { // kinda messy. if (this is Player) { if (!((Player)this).getUpdateFlags().isHitUpdateRequired()) { if (queuedHits.Count() > 0) { Hits.Hit h = queuedHits.Dequeue(); hit(h.getDamage(), h.getType()); } } if (!((Player)this).getUpdateFlags().isHit2UpdateRequired()) { if (queuedHits.Count() > 0) { Hits.Hit h = queuedHits.Dequeue(); hit(h.getDamage(), h.getType()); } } } else { if (!((Npc)this).getUpdateFlags().isHitUpdateRequired()) { if (queuedHits.Count() > 0) { Hits.Hit h = queuedHits.Dequeue(); hit(h.getDamage(), h.getType()); } } if (!((Npc)this).getUpdateFlags().isHit2UpdateRequired()) { if (queuedHits.Count() > 0) { Hits.Hit h = queuedHits.Dequeue(); hit(h.getDamage(), h.getType()); } } } }
public void execute(Player player, string[] arguments) { if (arguments.Length == 0) { player.getPackets().sendMessage("[Test Damage command]: ::testdmg dmg ::testdmg 2000"); return; } int dmg = 0; Hits.Hit hit; if (!int.TryParse(arguments[0], out dmg)) { dmg = 0; hit = new Hits.Hit(dmg, Hits.HitType.NO_DAMAGE); } else { hit = new Hits.Hit(dmg, Hits.HitType.NORMAL_DAMAGE); } player.getHits().setHit1(hit); player.getUpdateFlags().setHitUpdateRequired(true); }