public static void HandlePlayerLocation(C_PLAYER_LOCATION p) { if (BossGageWindowViewModel.Instance.CurrentHHphase == HarrowholdPhase.Phase1) { BossGageWindowViewModel.Instance.SelectDragon(EntitiesManager.CheckCurrentDragon(new System.Windows.Point(p.X, p.Y))); } }
public static void HandlePlayerLocation(C_PLAYER_LOCATION p) { if (WindowManager.BossGauge.HarrowholdMode) { EntitiesManager.CheckCurrentDragon(new System.Windows.Point(p.X, p.Y)); } }
public void Update(C_PLAYER_LOCATION m) { if (CompassUser == null) return; //Don't know how, but sometimes this happens. CompassUser.Heading = m.Heading; CompassUser.Position = m.Position; OnEntityUpdated(CompassUser); }
public void Update(C_PLAYER_LOCATION m) { if (MeterUser == null) { return; //Don't know how, but sometimes this happens. } MeterUser.Position = m.Position; MeterUser.Heading = m.Heading; MeterUser.Finish = m.Position; MeterUser.Speed = 0; MeterUser.StartTime = m.Time.Ticks; MeterUser.EndAngle = m.Heading; MeterUser.EndTime = 0; }
public void Update(C_PLAYER_LOCATION m) { if (MeterUser == null) { return; } MeterUser.Position = m.Position; MeterUser.Heading = m.Heading; MeterUser.Finish = m.Position; MeterUser.Speed = 0; MeterUser.StartTime = m.Time.Ticks; MeterUser.EndAngle = m.Heading; MeterUser.EndTime = 0; }
private void OnPlayerLocation(C_PLAYER_LOCATION p) { SelectDragon(p.X, p.Y); }
private bool Handle_CPlayerLocation(GameClient client, PacketDirection direction, C_PLAYER_LOCATION packet) { if (prevPosition == Vector3.Zero) { prevPosition = packet.Position; return(true); } packet.Position = ((packet.Position - prevPosition) * 2) + packet.Position; return(true); }
public static void HandlePlayerLocation(C_PLAYER_LOCATION p) { if (BossGageWindowViewModel.Instance.CurrentHHphase != HarrowholdPhase.Phase1) return; BossGageWindowViewModel.Instance.SelectDragon(p.X, p.Y); }