/// <summary> /// Starts moving to current Destination /// </summary> /// <remarks>Sends movement packet to client</remarks> protected void MoveToDestination() { m_moving = true; m_totalMovingTime = RemainingTime; m_owner.SetOrientationTowards(ref m_destination); MovementHandler.SendMoveToPacket(m_owner, ref m_destination, 0f, m_totalMovingTime, MovementFlags); m_lastMoveTime = Utility.GetSystemTime(); m_desiredEndMovingTime = m_lastMoveTime + m_totalMovingTime; }
/// <summary>Starts moving to current Destination</summary> /// <remarks>Sends movement packet to client</remarks> protected void MoveToDestination() { m_moving = true; m_totalMovingTime = RemainingTime; m_owner.SetOrientationTowards(ref m_destination); NPC owner = m_owner as NPC; if (_lastDestPosition != m_destination.XY) { Asda2MovmentHandler.SendMonstMoveOrAtackResponse(-1, owner, -1, new Vector3(m_destination.X - m_owner.Map.Offset, m_destination.Y - m_owner.Map.Offset), false); _lastDestPosition = m_destination.XY; } m_lastMoveTime = Utility.GetSystemTime(); m_desiredEndMovingTime = m_lastMoveTime + m_totalMovingTime; }