public void SendWeatherUpdateToPlayer(Player player) { WeatherPkt weather = new WeatherPkt(GetWeatherState(), m_grade); player.SendPacket(weather); }
public bool UpdateWeather() { Player player = Global.WorldMgr.FindPlayerInZone(m_zone); if (player == null) { return(false); } // Send the weather packet to all players in this zone if (m_grade >= 1) { m_grade = 0.9999f; } else if (m_grade < 0) { m_grade = 0.0001f; } WeatherState state = GetWeatherState(); WeatherPkt weather = new WeatherPkt(state, m_grade); //- Returns false if there were no players found to update if (!Global.WorldMgr.SendZoneMessage(m_zone, weather)) { return(false); } // Log the event string wthstr; switch (state) { case WeatherState.Fog: wthstr = "fog"; break; case WeatherState.LightRain: wthstr = "light rain"; break; case WeatherState.MediumRain: wthstr = "medium rain"; break; case WeatherState.HeavyRain: wthstr = "heavy rain"; break; case WeatherState.LightSnow: wthstr = "light snow"; break; case WeatherState.MediumSnow: wthstr = "medium snow"; break; case WeatherState.HeavySnow: wthstr = "heavy snow"; break; case WeatherState.LightSandstorm: wthstr = "light sandstorm"; break; case WeatherState.MediumSandstorm: wthstr = "medium sandstorm"; break; case WeatherState.HeavySandstorm: wthstr = "heavy sandstorm"; break; case WeatherState.Thunders: wthstr = "thunders"; break; case WeatherState.BlackRain: wthstr = "blackrain"; break; case WeatherState.Fine: default: wthstr = "fine"; break; } Log.outInfo(LogFilter.Server, "Change the weather of zone {0} to {1}.", m_zone, wthstr); Global.ScriptMgr.OnWeatherChange(this, state, m_grade); return(true); }
public void SendFineWeatherUpdateToPlayer(Player player) { WeatherPkt weather = new WeatherPkt(WeatherState.Fine); player.SendPacket(weather); }