public override void Dispose() { TileUpdates = null; EntityUpdates.Clear(); Entities.Clear(); CalculatedSightCircle.Clear(); AwaitingProjectiles.Clear(); AckedProjectiles.Clear(); ShotProjectiles.Clear(); AwaitingAoes.Clear(); ShootAEs.Clear(); AwaitingGoto.Clear(); PrivateSVs.Clear(); SpeedHistory.Clear(); base.Dispose(); }
public void SendNewTick() { List <ObjectStatus> statuses = new List <ObjectStatus>(); foreach (Entity en in Entities) { if (EntityUpdates[en.Id] != en.UpdateCount) { statuses.Add(en.GetObjectStatus(true)); EntityUpdates[en.Id] = en.UpdateCount; } } Client.Send(GameServer.NewTick(statuses, PrivateSVs)); PrivateSVs.Clear(); AwaitingMoves++; }