/// <summary> /// Binds new information to an existing vehicle /// </summary> static public void Object_VehicleBind(IEnumerable <Player> p, Vehicle vehicle1, Vehicle vehicle2) { //Prepare the packet SC_BindVehicle bind = new SC_BindVehicle(); bind.Vehicle1 = vehicle1; bind.Vehicle2 = vehicle2; //Send to recipient foreach (Player player in p) { player._client.sendReliable(bind); } }
/// <summary> /// Binds new information to an existing vehicle /// </summary> static public void Object_VehicleBind(IEnumerable <Player> p, Vehicle vehicle) { //Prepare the packet SC_BindVehicle bind = new SC_BindVehicle(); bind.Vehicle1 = vehicle; bind.Vehicle2 = ((vehicle._inhabitant == null) ? null : vehicle._inhabitant._baseVehicle); //Send to recipient foreach (Player player in p) { player._client.sendReliable(bind); } }
/// <summary> /// Binds new information to an existing vehicle /// </summary> static public void Object_VehicleBind(IEnumerable <Player> p, Vehicle vehicle1, Vehicle vehicle2, Action completionCallback) { //Prepare the packet SC_BindVehicle bind = new SC_BindVehicle(); bind.Vehicle1 = vehicle1; bind.Vehicle2 = vehicle2; //Send to recipient foreach (Player player in p) { //If this is the player's new vehicle, watch for completion if (vehicle1._inhabitant == player) { player._client.sendReliable(bind, completionCallback); } else { player._client.sendReliable(bind); } } }