public void OnActorStartsMoving(ActorNPC mActor, byte count, float[] waypoints, ushort speed) { if (mActor.npcType < 50000) { Packets.Server.ActorNPCMoveStart p1 = new SagaMap.Packets.Server.ActorNPCMoveStart(count); p1.SetActorID(mActor.id); p1.SetSpeed(speed); p1.SetWaypoints(waypoints); C.netIO.SendPacket(p1, C.SessionID); } else { Ship ship = (Ship)mActor.e; Packets.Server.WideMoveStart p1 = new SagaMap.Packets.Server.WideMoveStart((byte)ship.CurrentWaypoints.Count); p1.SetActorID(mActor.id); p1.SetSpeed(speed); p1.SetWaypoints(ship.CurrentWaypoints, ship.CurrentYaws); C.netIO.SendPacket(p1, C.SessionID); } }
public void OnActorStartsMoving(ActorNPC mActor, byte count, float[] waypoints,ushort speed) { if (mActor.npcType < 50000) { Packets.Server.ActorNPCMoveStart p1 = new SagaMap.Packets.Server.ActorNPCMoveStart(count); p1.SetActorID(mActor.id); p1.SetSpeed(speed); p1.SetWaypoints(waypoints); C.netIO.SendPacket(p1, C.SessionID); } else { Ship ship = (Ship)mActor.e; Packets.Server.WideMoveStart p1 = new SagaMap.Packets.Server.WideMoveStart((byte)ship.CurrentWaypoints.Count); p1.SetActorID(mActor.id); p1.SetSpeed(speed); p1.SetWaypoints(ship.CurrentWaypoints, ship.CurrentYaws); C.netIO.SendPacket(p1, C.SessionID); } }