public void SendCompletePacket(byte[] data, bool OnlyInServer) { if (_connection != null) { _connection.SendCompletePacket(data); } else if (!OnlyInServer && (_status.serverId != 255 && _status.serverId != ConfigGS.serverId)) { Game_SyncNet.SendCompleteBytes(player_id, data, _status.serverId); } }
public void SendCompletePacket(byte[] data, bool OnlyInServer) { if (this._connection != null) { this._connection.SendCompletePacket(data); } else { if (OnlyInServer || this._status.serverId == byte.MaxValue || (int)this._status.serverId == ConfigGS.serverId) { return; } Game_SyncNet.SendCompleteBytes(this.player_id, data, (int)this._status.serverId); } }