private void ProcessCharacterPositionEvent(bEvents.DynelPositionEventArgs e) { if (this.curCharacterPos != null) { if (this.curCharacterPos.Equals(e) && this.lastCharPos != null && this.lastCharPos.ElapsedMilliseconds < 250) { return; } } if (this.lastCharPos == null) { this.lastCharPos = new Stopwatch(); } this.lastCharPos.Restart(); //Debug.WriteLine("N3: X: {0} Y: {1} Z: {2}", e.X, e.Y, e.Z); this.curCharacterPos = e; this.outgoingEvents.Enqueue(new hEvents.CharacterPositionEventArgs( e.ProcessId, e.ServerID, e.DynelType, e.DynelID, e.ZoneID, e.ZoneName, e.InShadowlands, e.X, e.Y, e.Z, e.Time)); }
private void ProcessCharacterPositionEvent(bEvents.DynelPositionEventArgs e) { if (this.curCharacterPos != null) { if (this.curCharacterPos.Equals(e) && this.lastCharPos!=null && this.lastCharPos.ElapsedMilliseconds < 250) { return; } } if (this.lastCharPos == null) { this.lastCharPos = new Stopwatch(); } this.lastCharPos.Restart(); //Debug.WriteLine("N3: X: {0} Y: {1} Z: {2}", e.X, e.Y, e.Z); this.curCharacterPos = e; this.outgoingEvents.Enqueue(new hEvents.CharacterPositionEventArgs( e.ProcessId, e.ServerID, e.DynelType, e.DynelID, e.ZoneID, e.ZoneName, e.InShadowlands, e.X, e.Y, e.Z, e.Time)); }