/// <summary> /// Sends a ball update to a specific player /// </summary> static public void Object_Ball(Player player, IEnumerable <Ball> bStates) { //Prepare the packet SC_BallState ball = new SC_BallState(); ball.balls = bStates; //Send it player._client.sendReliable(ball); }
/// <summary> /// Sends a series of ball updates to active players /// </summary> static public void Object_Ball(IEnumerable <Player> players, IEnumerable <Ball> bStates) { //Prepare the packet SC_BallState ball = new SC_BallState(); ball.balls = bStates; //Send it foreach (Player p in players) { p._client.sendReliable(ball); } }
/// <summary> /// Sends a ball update to active players /// </summary> static public void Object_Ball(IEnumerable <Player> players, Ball bState) { //Prepare the packet SC_BallState ball = new SC_BallState(); ball.singleUpdate = bState; //Send it foreach (Player p in players) { p._client.sendReliable(ball); } }
/// <summary> /// Instructs the client to reset and disable a single active ball /// </summary> static public void Object_BallReset(IEnumerable <Player> players, Ball bState) { //Prepare the packet SC_BallState ball = new SC_BallState(); ball.bDisable = true; ball.singleUpdate = bState; //Send it foreach (Player p in players) { if (p._gotBallID == bState._id) { p._gotBallID = 999; } p._client.sendReliable(ball); } }
/// <summary> /// Instructs the client to reset and disable any active balls /// </summary> static public void Object_BallReset(IEnumerable <Player> players, IEnumerable <Ball> bState) { //Prepare the packet SC_BallState ball = new SC_BallState(); ball.bDisable = true; ball.balls = bState; //Send it foreach (Player p in players) { //Update server side ball handlers foreach (Ball b in bState) { if (p._gotBallID == b._id) { p._gotBallID = 999; } } p._client.sendReliable(ball); } }