public override void ShowObject(Character character) { SMSG_NPCINFO spkt2 = new SMSG_NPCINFO(1); lock (this) { spkt2.ActorID = this.id; spkt2.NPCID = this.ModelId; spkt2.SessionId = character.id; spkt2.SP = this.SP; spkt2.MaxSP = this.SPMAX; spkt2.HP = this.HP; spkt2.MaxHP = this.HPMAX; spkt2.Yaw = this.Yaw; spkt2.X = this.Position.x; spkt2.Y = this.Position.y; spkt2.Z = this.Position.z; spkt2.IsAggresive = (byte)this.ComputeIsAggresive(character); spkt2.Icon = (byte)this.ComputeIcon(character); } character.client.Send((byte[])spkt2); }
/// <summary> /// Respawns a monster or mapobject /// </summary> /// <param name="c"></param> private static void SendRespawn(MapObject c) { bool isnpc = MapObject.IsNpc(c); bool ismapitem = MapObject.IsMapItem(c); c.OnDeregister(); c.OnSpawn(); c.OnRegister(); Regiontree tree = c._currentzone.Regiontree; if (isnpc) foreach (Character regionObject in tree.SearchActors(SearchFlags.Characters)) { Actor actor = c as Actor; actor.stance = (byte)StancePosition.Reborn; SMSG_NPCINFO spkt2 = new SMSG_NPCINFO(0); spkt2.ActorID = actor.id; spkt2.HP = actor.HPMAX; spkt2.SP = actor.SPMAX; spkt2.MaxHP = actor.HPMAX; spkt2.MaxSP = actor.SPMAX; spkt2.NPCID = actor.ModelId; spkt2.X = actor.Position.x; spkt2.Y = actor.Position.y; spkt2.Z = actor.Position.z; spkt2.SessionId = regionObject.id; regionObject.client.Send((byte[])spkt2); c.Appears(regionObject); } else if (ismapitem) foreach (Character regionObject in tree.SearchActors(SearchFlags.Characters)) { MapItem item = c as MapItem; SMSG_ITEMINFO spkt2 = new SMSG_ITEMINFO(); spkt2.ActorID = item.id; spkt2.CanInteract = item.IsInteractable(regionObject); spkt2.IsActive = item.IsHighlighted(regionObject); spkt2.NPCID = item.ModelId; spkt2.X = item.Position.x; spkt2.Y = item.Position.y; spkt2.Z = item.Position.z; spkt2.SessionId = regionObject.id; regionObject.client.Send((byte[])spkt2); c.Appears(regionObject); } }