Esempio n. 1
0
        /// <summary>
        /// Sends a series of player updates to the specified player
        /// </summary>
        static public void Object_Players(Player p, IEnumerable <Player> updates)
        {               //Prepare the packet
            SC_PlayerEnter players = new SC_PlayerEnter();

            players.exclude = p;
            players.players = updates;

            //Done!
            if (updates.Any(plyr => plyr != null))
            {
                p._client.sendReliable(players);
            }
        }
Esempio n. 2
0
        /// <summary>
        /// Sends a player update to the specified player
        /// </summary>
        static public void Object_Players(Player p, Player update)
        {               //Sanity checks
            if (update._baseVehicle == null)
            {
                Log.write(TLog.Warning, "Unable to update a player '{0}' without a baseVehicle set!", update._alias);
                return;
            }

            //Prepare the packet
            SC_PlayerEnter players = new SC_PlayerEnter();

            players.singlePlayer = update;

            p._client.sendReliable(players);
        }
Esempio n. 3
0
        /// <summary>
        /// Sends a series of player updates to the specified player
        /// </summary>
        static public void Object_Players(IEnumerable <Player> p, Player update)
        {               //Sanity checks
            if (update._baseVehicle == null)
            {
                Log.write(TLog.Warning, "Unable to update a player '{0}' without a baseVehicle set!", update._alias);
                return;
            }

            //Prepare the packet
            SC_PlayerEnter players = new SC_PlayerEnter();

            players.singlePlayer = update;

            //Send to each recipient
            foreach (Player player in p)
            {
                if (player != update)
                {
                    player._client.sendReliable(players);
                }
            }
        }