/// <summary> /// Broadcasts ConditionUpdate in range of creature. /// </summary> /// <param name="creature"></param> public static void ConditionUpdate(Creature creature) { var packet = new Packet(Op.ConditionUpdate, creature.EntityId); packet.AddConditions(creature.Conditions); creature.Region.Broadcast(packet, creature); }
/// <summary> /// Broadcasts ConditionUpdate in range of creature. /// </summary> /// <param name="creature"></param> public static void ConditionUpdate(Creature creature) { var packet = new Packet(Op.ConditionUpdate, creature.EntityId); packet.AddConditions(creature.Conditions); // Send to region if it's not limbo, or at least to the // creature if it is, to update the client. if (creature.Region != Region.Limbo) creature.Region.Broadcast(packet, creature); else creature.Client.Send(packet); }