/// <summary> /// Freeze or unfreeze an avatar over your land /// </summary> /// <param name="targetID">target key to freeze</param> /// <param name="freeze">true to freeze, false to unfreeze</param> public void FreezeUser(UUID targetID, bool freeze) { FreezeUserPacket frz = new FreezeUserPacket(); frz.AgentData.AgentID = frame.AgentID; frz.AgentData.SessionID = frame.SessionID; frz.Data.TargetID = targetID; if (freeze) { frz.Data.Flags = 0; } else { frz.Data.Flags = 1; } proxy.InjectPacket(frz, Direction.Outgoing); }
/// <summary> /// Freeze or unfreeze an avatar over your land /// </summary> /// <param name="targetID">target key to freeze</param> /// <param name="freeze">true to freeze, false to unfreeze</param> public void FreezeUser(UUID targetID, bool freeze) { FreezeUserPacket frz = new FreezeUserPacket(); frz.AgentData.AgentID = frame.AgentID; frz.AgentData.SessionID = frame.SessionID; frz.Data.TargetID = targetID; if (freeze) frz.Data.Flags = 0; else frz.Data.Flags = 1; proxy.InjectPacket(frz, Direction.Outgoing); }
/// <summary> /// Freeze or unfreeze an avatar over your land /// </summary> /// <param name="targetID">target key to freeze</param> /// <param name="freeze">true to freeze, false to unfreeze</param> public void FreezeUser(UUID targetID, bool freeze) { FreezeUserPacket frz = new FreezeUserPacket(); frz.AgentData.AgentID = Client.Self.AgentID; frz.AgentData.SessionID = Client.Self.SessionID; frz.Data.TargetID = targetID; if (freeze) frz.Data.Flags = 0; else frz.Data.Flags = 1; Client.Network.SendPacket(frz); }