Пример #1
0
        IPet AddPetEntity(PetData petdata)
        {
            IEntitySystem es = ClientGlobal.Instance().GetEntitySystem();

            if (es == null)
            {
                Engine.Utility.Log.Error("严重错误:EntitySystem is null!");
                return(null);
            }
            EntityCreateData entityData = new EntityCreateData();

            entityData.ID       = petdata.id;
            entityData.PropList = new EntityAttr[(int)PetProp.End - (int)EntityProp.Begin];
            RoleUtil.BuildPetPropListByPetData(petdata, ref entityData.PropList);
            IPet pet = es.CreateEntity(EntityType.EntityType_Pet, entityData) as IPet;

            if (pet != null)
            {
                pet.SetExtraData(petdata);
                return(pet);
            }

            return(null);
        }
Пример #2
0
        public void SetBlockFashion()
        {
            bool value = ClientGlobal.Instance().gameOption.GetInt("SpecialEffects", "BlockFashion", 1) == 1;

            Engine.Utility.EventEngine.Instance().DispatchEvent((int)GameEventID.HIDEFASHION, value);
        }
Пример #3
0
        public void SetMonsterName()
        {
            bool value = ClientGlobal.Instance().gameOption.GetInt("ShowDetail", "MonsterName", 1) == 1;

            RoleStateBarManager.SetNpcNameVisible(value);
        }
Пример #4
0
 public void SetHurtDisplay()
 {
     bool value = ClientGlobal.Instance().gameOption.GetInt("ShowDetail", "HurtDisplay", 1) == 1;
     // FlyFontDataManager.Instance.m_bShowFlyFont = value;
 }
Пример #5
0
        public void SetCameraDistance()
        {
            bool value = ClientGlobal.Instance().gameOption.GetInt("Camera", "close", 1) == 1;

            Client.EntityCreator.Instance().isFarDisCamera = value;
        }
Пример #6
0
        public void SetPlayerTitle()
        {
            bool value = ClientGlobal.Instance().gameOption.GetInt("ShowDetail", "PlayerTitle", 1) == 1;

            DataManager.Manager <TitleManager>().SetIsShowTitle(value);
        }
Пример #7
0
 //瞬回血药开关
 public void SetHpAtOnce()
 {
     int value = ClientGlobal.Instance().gameOption.GetInt("MedicalSetting", "HpAtOnce", 1);
 }
Пример #8
0
        //自动组队
        public void SetSettingTeamInvite()
        {
            bool value = ClientGlobal.Instance().gameOption.GetInt("Social", "SettingTeamInvite", 1) == 1;

            DataManager.Manager <TeamDataManager>().SetAutoRefuseTeamInvite(value);
        }
Пример #9
0
        //设置自动入队
        public void SetIntoTeam()
        {
            bool value = ClientGlobal.Instance().gameOption.GetInt("TeamSetting", "IntoTeam", 1) == 1;

            DataManager.Manager <TeamDataManager>().SetLeaderAutoAgreeTeamApply(value);
        }
Пример #10
0
        //设置自动跟随
        public void SetFollow()
        {
            bool value = ClientGlobal.Instance().gameOption.GetInt("TeamSetting", "Follow", 1) == 1;

            DataManager.Manager <TeamDataManager>().SetMemberAutoAllowTeamFollow(value);
        }
Пример #11
0
        //------------------------------------------------------------------------------------------------

        private void CreateNPC(GameCmd.t_MapNpcDataPos npcdata, uint master_id)
        {
            Profiler.BeginSample("CreateNPC");
            IEntitySystem es = ClientGlobal.Instance().GetEntitySystem();

            if (es == null)
            {
                Engine.Utility.Log.Error("严重错误:EntitySystem is null!");
                return;
            }

            //MapVector2 mapPos = MapVector2.FromCoordinate(npcdata.cur_pos.x * 0.01f, npcdata.cur_pos*0.01f);
            Vector3 pos = new Vector3(npcdata.cur_pos.x * 0.01f, 0, -npcdata.cur_pos.y * 0.01f); // 服务器到客户端坐标转换


            EntityCreateData data = RoleUtil.BuildCreateEntityData(EntityType.EntityType_NPC, npcdata, master_id);
            INPC             npc  = es.FindNPC(npcdata.mapnpcdata.npcdata.dwTempID);

            if (npc != null)
            {
                npc.UpdateProp(data);
                NpcAscription.Instance.UpdateBelong(npc, npcdata.mapnpcdata.npcdata.owernuserid, npcdata.mapnpcdata.npcdata.owernteamid, npcdata.mapnpcdata.npcdata.owernclanid, npcdata.mapnpcdata.npcdata.ownername);
            }
            else
            {
                npc = es.CreateEntity(EntityType.EntityType_NPC, data, !m_bDelayLoad) as INPC;
                // 发送事件 CreateEntity
                if (npc != null)
                {
                    NpcAscription.Instance.UpdateBelong(npc, npcdata.mapnpcdata.npcdata.owernuserid, npcdata.mapnpcdata.npcdata.owernteamid, npcdata.mapnpcdata.npcdata.owernclanid, npcdata.mapnpcdata.npcdata.ownername);
                    table.NpcDataBase npctable = GameTableManager.Instance.GetTableItem <table.NpcDataBase>((uint)npcdata.mapnpcdata.npcdata.dwBaseID);
                    if (npctable != null)
                    {
                        //Debug.LogError("********** npctable.dwID = " + npctable.dwID);
                        if (npcdata.mapnpcdata.npcdata.arenanpctype == ArenaNpcType.ArenaNpcType_Player)//离线的真实玩家名字,用服务器的
                        {
                            npc.SendMessage(EntityMessage.EntityCommond_SetName, npcdata.mapnpcdata.npcdata.name);
                        }
                        else
                        {
                            if (string.IsNullOrEmpty(npcdata.mapnpcdata.npcdata.name))
                            {
                                npc.SendMessage(EntityMessage.EntityCommond_SetName, npctable.strName);
                            }
                        }
                        if (npctable.dwType == (uint)GameCmd.enumNpcType.NPC_TYPE_TRANSFER)//传送阵
                        {
                            EntityOnTrigger callback = new EntityOnTrigger();
                            npc.SetCallback(callback);
                        }
                    }
                    if (npc != null)
                    {
                        PlayAni anim_param = new PlayAni();
                        anim_param.strAcionName = EntityAction.Stand;
                        anim_param.fSpeed       = 1;
                        anim_param.nStartFrame  = 0;
                        anim_param.nLoop        = -1;
                        anim_param.fBlendTime   = 0.2f;
                        npc.SendMessage(EntityMessage.EntityCommand_PlayAni, anim_param);
                    }
                }
            }
            if (npc != null)
            {
                npc.SendMessage(EntityMessage.EntityCommand_SetPos, (object)pos);
                Vector3 rot = GameUtil.S2CDirection(npcdata.mapnpcdata.npcdata.byDirect);
                npc.SendMessage(EntityMessage.EntityCommand_SetRotate, (object)rot);
                IBuffPart buffpart = npc.GetPart(EntityPart.Buff) as IBuffPart;
                if (buffpart != null)
                {
                    buffpart.ReceiveBuffList(npcdata.mapnpcdata.statelist.data);
                }
            }

            Profiler.EndSample();
        }
Пример #12
0
        void OnLoadSceneCompelete(int nEventID, object param)
        {
            // 设置镜头
            SetupMainCamera(ClientGlobal.Instance().MainPlayer);

            if (GameObject.Find("DirectionalLight1") == null)
            {
                // 灯光
                GameObject pObject = new GameObject();
                pObject.name = "DirectionalLight1";
                pObject.transform.position = new Vector3(57.74f, 35.87f, -53);

                Quaternion rot = new Quaternion();
                rot.eulerAngles            = new Vector3(30f, 145f, 0f);
                pObject.transform.rotation = rot;

                Light pLight = pObject.AddComponent <Light>();

                pLight.shadows = LightShadows.None;
                pLight.type    = LightType.Directional;
                pLight.color   = new Color(1, 1, 1, 1);


                pLight.intensity = 0.75f;
                if (Application.platform == RuntimePlatform.Android)
                {
                    //pLight.intensity = 0.75f / 2f;
                }

                pLight.bounceIntensity = 1;
                pLight.cullingMask     = (1 << LayerMask.NameToLayer("ShowModel"));

                //阴影
                pLight.shadowStrength = 0.39f;

                pLight.shadowBias       = 0.05f;
                pLight.shadowNormalBias = 0.4f;
                pLight.shadowNearPlane  = 0.2f;

                pLight.cookieSize = 10;
                pLight.renderMode = LightRenderMode.Auto;
            }

            if (GameObject.Find("DirectionalLight2") == null)
            {
                // 灯光
                GameObject pObjectLight2 = new GameObject();
                pObjectLight2.name = "DirectionalLight2";
                pObjectLight2.transform.position = new Vector3(57.74f, 35.87f, -53);

                Quaternion rot = new Quaternion();
                rot.eulerAngles = new Vector3(15f, -95f, 0f);
                pObjectLight2.transform.rotation = rot;

                Light pLight = pObjectLight2.AddComponent <Light>();

                pLight.shadows = LightShadows.None;
                pLight.type    = LightType.Directional;
                pLight.color   = new Color(74 / 255f, 99f / 255f, 180 / 255f, 1);

                pLight.intensity = 0.75f;
                if (Application.platform == RuntimePlatform.Android)
                {
                    //pLight.intensity = 0.75f / 2f;
                }

                pLight.bounceIntensity = 1f;
                pLight.cullingMask     = (1 << LayerMask.NameToLayer("ShowModel"));

                //阴影
                pLight.shadowStrength = 0.39f;

                pLight.shadowBias       = 0.05f;
                pLight.shadowNormalBias = 0.4f;
                pLight.shadowNearPlane  = 0.2f;

                pLight.cookieSize = 10;
                pLight.renderMode = LightRenderMode.Auto;
            }

            if (GameObject.Find("DirectionalLight3") == null)
            {
                // 灯光
                GameObject pObjectLight3 = new GameObject();
                pObjectLight3.name = "DirectionalLight3";
                pObjectLight3.transform.position = new Vector3(57.74f, 35.87f, -53);

                Quaternion rot = new Quaternion();
                rot.eulerAngles = new Vector3(20f, 10f, 0f);
                pObjectLight3.transform.rotation = rot;

                Light pLight = pObjectLight3.AddComponent <Light>();

                pLight.shadows   = LightShadows.Hard;
                pLight.type      = LightType.Directional;
                pLight.color     = new Color(1, 223f / 255f, 201f / 255f, 1);
                pLight.intensity = 0.85f;
                if (Application.platform == RuntimePlatform.Android)
                {
                    //pLight.intensity = 0.85f / 2f;
                }
                pLight.bounceIntensity = 1;
                pLight.cullingMask     = (1 << LayerMask.NameToLayer("ShowModel"));

                //阴影
                pLight.shadowStrength = 0.5f;

                pLight.shadowBias       = 0.05f;
                pLight.shadowNormalBias = 0.4f;
                pLight.shadowNearPlane  = 0.2f;

                pLight.cookieSize = 10;
                pLight.renderMode = LightRenderMode.Auto;
            }

            IMapSystem mapSys = ClientGlobal.Instance().GetMapSystem();

            if (mapSys != null)
            {
                uint uMapID             = mapSys.GetMapID();
                table.MapDataBase mapDB = GameTableManager.Instance.GetTableItem <table.MapDataBase>(uMapID);
                if (mapDB == null)
                {
                    Engine.Utility.Log.Error("MapSystem:找不到地图配置数据{0}", uMapID);
                    return;
                }

                if (mapDB.WaveEffect == 1)
                {
                    Camera cam = Camera.main;
                    if (cam != null)
                    {
                        postHeatDistortionEffect = cam.GetComponent <PostRenderHeatDistortionEffect>();
                        if (postHeatDistortionEffect == null)
                        {
                            postHeatDistortionEffect = cam.transform.gameObject.AddComponent <PostRenderHeatDistortionEffect>();
                        }
                        else
                        {
                            postHeatDistortionEffect.enabled = true;
                        }
                    }
                }
                else
                {
                    Camera cam = Camera.main;
                    if (cam != null)
                    {
                        postHeatDistortionEffect = cam.GetComponent <PostRenderHeatDistortionEffect>();
                        if (postHeatDistortionEffect != null)
                        {
                            postHeatDistortionEffect.enabled = false;
                        }
                    }
                }
            }
        }
Пример #13
0
        //////////////////////////////////////////////////////////////////////////////////////////////////////////
        private Client.IPlayer CreatePlayer(GameCmd.t_MapUserData userData)
        {
            IEntitySystem es = ClientGlobal.Instance().GetEntitySystem();

            if (es == null)
            {
                Engine.Utility.Log.Error("严重错误:EntitySystem is null!");
                return(null);
            }

            EntityCreateData data   = RoleUtil.BuildCreateEntityData(EntityType.EntityType_Player, userData);
            IPlayer          player = es.FindPlayer(userData.userdata.dwUserID);

            if (player != null)
            {
                uint clanIdLow  = (uint)player.GetProp((int)CreatureProp.ClanIdLow);
                uint clanIdHigh = (uint)player.GetProp((int)CreatureProp.ClanIdHigh);
                uint clanid     = (clanIdHigh << 16) | clanIdLow;

                //
                //uint clanid = (uint)player.GetProp((int)CreatureProp.ClanId);


                //玩家死亡 服务器会通过这里刷新 所以这里更新下玩家血条
                if (userData.userdata.curhp <= 0)
                {
                    stPropUpdate prop = new stPropUpdate();
                    prop.uid        = player.GetUID();
                    prop.nPropIndex = (int)CreatureProp.Hp;
                    prop.oldValue   = player.GetProp((int)CreatureProp.Hp);

                    player.UpdateProp(data);

                    prop.newValue = player.GetProp((int)CreatureProp.Hp);

                    Engine.Utility.EventEngine.Instance().DispatchEvent((int)GameEventID.ENTITYSYSTEM_HPUPDATE, prop);
                }
                else
                {
                    stPropUpdate prop = new stPropUpdate();
                    prop.uid        = player.GetUID();
                    prop.nPropIndex = (int)CreatureProp.Hp;
                    prop.oldValue   = player.GetProp((int)CreatureProp.Hp);

                    player.UpdateProp(data);

                    prop.newValue = player.GetProp((int)CreatureProp.Hp);
                    if (prop.oldValue < prop.newValue)
                    {
                        Engine.Utility.EventEngine.Instance().DispatchEvent((int)GameEventID.ENTITYSYSTEM_HPUPDATE, prop);
                    }
                }

                if (userData.userdata.clan_id != clanid)
                {
                    Engine.Utility.EventEngine.Instance().DispatchEvent((int)Client.GameEventID.CLANREFRESHID,
                                                                        new Client.stClanUpdate()
                    {
                        uid = player.GetUID(), clanId = userData.userdata.clan_id
                    });
                }
            }
            else
            {
                if (UserData.IsMainRoleID(userData.userdata.dwUserID))
                {
                    data.nLayer      = LayerMask.NameToLayer("MainPlayer");
                    data.bMainPlayer = true; // 设置主角标识
                    player           = es.CreateEntity(EntityType.EntityType_Player, data, true) as IPlayer;
                    if (player == null)
                    {
                        Engine.Utility.Log.Error("CreatePlayer:创建角色失败!");
                        return(null);
                    }
                    Engine.Utility.EventEngine.Instance().DispatchEvent((int)Client.GameEventID.ENTITYSYSTEM_MAINPLAYERCREATE,
                                                                        new Client.stCreateEntity()
                    {
                        uid = userData.userdata.dwUserID
                    });

                    // 设置控制对象
                    Client.IControllerSystem cs = ClientGlobal.Instance().GetControllerSystem();
                    if (cs != null)
                    {
                        cs.GetActiveCtrl().SetHost(player);
                    }

                    // 补丁 服务器没有金钱没有放在角色属性上
                    {
                        player.SetProp((int)PlayerProp.Money, (int)UserData.Money);
                        player.SetProp((int)PlayerProp.Coupon, (int)UserData.Coupon);
                        player.SetProp((int)PlayerProp.Cold, (int)UserData.Cold);
                        player.SetProp((int)PlayerProp.Reputation, (int)UserData.Reputation);
                        player.SetProp((int)PlayerProp.Score, (int)UserData.Score);
                        player.SetProp((int)PlayerProp.CampCoin, (int)UserData.CampCoin);
                        player.SetProp((int)PlayerProp.AchievePoint, (int)UserData.AchievePoint);
                        player.SetProp((int)PlayerProp.ShouLieScore, (int)UserData.ShouLieScore);
                        player.SetProp((int)PlayerProp.FishingMoney, (int)UserData.FishingMoney);
                        player.SetProp((int)PlayerProp.YinLiang, (int)UserData.YinLiang);
                    }

                    // 设置主像机参数
                    SetupMainCamera(player);

                    //玩家成功登陆回调
                    Engine.Utility.EventEngine.Instance().DispatchEvent((int)Client.GameEventID.PLAYER_LOGIN_SUCCESS, null);

                    //Client.stCreateEntity createEntity = new Client.stCreateEntity();
                    //createEntity.uid = player.GetUID();
                    //Engine.Utility.EventEngine.Instance().DispatchEvent((int)GameEventID.ENTITYSYSTEM_CREATEENTITY, createEntity);
                    //set hp
                    DataManager.Manager <UIPanelManager>().SendMsg(PanelID.MainPanel, UIMsgID.eSetRoleProperty, player);

                    //预加载资源
                    //  PreLoadResource(player.GetProp((int)PlayerProp.Job));
                }
                else
                {
                    //Profiler.BeginSample("CreatePlayer");
                    player = es.CreateEntity(EntityType.EntityType_Player, data, !m_bDelayLoad) as IPlayer;
                    //Profiler.EndSample();
                    Protocol.Instance.RequestName(userData.userdata.dwUserID);
                }

                if (player != null)
                {
                    PlayAni anim_param = new PlayAni();
                    anim_param.strAcionName = EntityAction.Stand;
                    anim_param.fSpeed       = 1;
                    anim_param.nStartFrame  = 0;
                    anim_param.nLoop        = -1;
                    anim_param.fBlendTime   = 0.2f;
                    player.SendMessage(EntityMessage.EntityCommand_PlayAni, anim_param);
                }
            }
            IBuffPart buffpart = player.GetPart(EntityPart.Buff) as IBuffPart;

            if (buffpart != null)
            {
                buffpart.ReceiveBuffList(userData.statelist.data);
            }
            return(player);
        }
Пример #14
0
 //技能声音滑动条
 public void SetVoiceslider()
 {
     float value = ClientGlobal.Instance().gameOption.GetInt("Sound", "Voiceslider", 0) / 100.0f;
 }
Пример #15
0
 //宠物喂食的物品图
 public void SetPetHpitemid()
 {
     int value = ClientGlobal.Instance().gameOption.GetInt("MedicalSetting", "PetHpitemid", 1);
 }
Пример #16
0
        void SetSettingFixedRocker()
        {
            bool value = ClientGlobal.Instance().gameOption.GetInt("Operate", "SettingFixedRocker", 1) == 1;

            Engine.Utility.EventEngine.Instance().DispatchEvent((int)GameEventID.EJOYSTICKSTABLE, value);
        }
Пример #17
0
 //装备耐久低于多少时slider
 public void SetRepairValue()
 {
     float value = ClientGlobal.Instance().gameOption.GetInt("MedicalSetting", "Equipvalue", 1) / 100.0f;
 }
Пример #18
0
        //自动接收氏族邀请
        public void SetSettingClanInvite()
        {
            bool value = ClientGlobal.Instance().gameOption.GetInt("Social", "SettingClanInvite", 1) == 1;

            DataManager.Manager <ClanManger>().AutoRefuseInvite = value;
        }
Пример #19
0
 //自动回城
 public void SetAutoReturn()
 {
     int value = ClientGlobal.Instance().gameOption.GetInt("MedicalSetting", "AutoReturn", 1);
 }
Пример #20
0
        //设置画质效果的等级   包括下面三个SetSettingScreenPriority +   SetPerformancePriority    +     SetSavingPriority
        void SetPriority()
        {
            int type = ClientGlobal.Instance().gameOption.GetInt("PictureEffect", "GriphicSlider", 1);

            SetSettingScreenPriority((uint)type);
        }
Пример #21
0
 //生命低于多少时自动回城slider
 public void SetHpLimtvalue()
 {
     float value = ClientGlobal.Instance().gameOption.GetInt("MedicalSetting", "HpLimtvalue", 1) / 100.0f;
 }
Пример #22
0
        public void SetClanName()
        {
            bool value = ClientGlobal.Instance().gameOption.GetInt("ShowDetail", "ClanName", 1) == 1;

            DataManager.Manager <ClanManger>().ShowClanName = value;
        }
Пример #23
0
 //自动拾取装备开关
 public void SetPickMedecal()
 {
     int value = ClientGlobal.Instance().gameOption.GetInt("Pick", "PickMedecal", 1);
 }
Пример #24
0
        public void SetHpDisplay()
        {
            bool value = ClientGlobal.Instance().gameOption.GetInt("ShowDetail", "HpDisplay", 1) == 1;

            RoleStateBarManager.SetHpSliderVisible(value);
        }
Пример #25
0
 //拾取装备的等级slider
 public void SetEquipLevel()
 {
     float value = ClientGlobal.Instance().gameOption.GetInt("Pick", "EquipLevel", 1) / 7.0f;
 }
Пример #26
0
        public void SetotherEffect()
        {
            bool value = ClientGlobal.Instance().gameOption.GetInt("SpecialEffects", "otherEffect", 1) == 1;

            Engine.Utility.EventEngine.Instance().DispatchEvent((int)GameEventID.HIDETEXIAO_OTHER, value);
        }
Пример #27
0
 /// <summary>
 /// 设置快捷使用道具 固定栏数量
 /// </summary>
 public void SetFixedShortcutItemCount()
 {
     FixedShortcutItemCount = ClientGlobal.Instance().gameOption.GetInt("Shortcut", "SetItemCountSlider", 25) / 25;
 }
Пример #28
0
        public void SetSkillShake()
        {
            bool value = ClientGlobal.Instance().gameOption.GetInt("SpecialEffects", "skillShake", 0) == 1;

            CameraFollow.Instance.BEnableShake = value;
        }
Пример #29
0
        public void AddPlayer(t_MapUserData data, Vector3 pos, uint dir, List <GameCmd.Pos> lstPos, bool bHavePos = false)
        {
            if (data == null)
            {
                return;
            }

            IEntitySystem es = ClientGlobal.Instance().GetEntitySystem();

            if (es == null)
            {
                Engine.Utility.Log.Error("严重错误:EntitySystem is null!");
                return;
            }

            IPlayer player = null;

            if (es.FindPlayer(data.userdata.dwUserID) != null) // 更新数据
            {
                player = CreatePlayer(data);
                if (player != null && bHavePos)
                {
                    player.SendMessage(EntityMessage.EntityCommand_SetPos, (object)pos);
                    //Vector3 rot = GameUtil.S2CDirection(dir);
                    //player.SendMessage(EntityMessage.EntityCommand_SetRotate, (object)rot);
                }
                return;
            }

            // 主角立即创建
            if (UserData.IsMainRoleID(data.userdata.dwUserID))
            {
                player = CreatePlayer(data);
                if (player != null && bHavePos)
                {
                    player.SendMessage(EntityMessage.EntityCommand_SetPos, (object)pos);
                    //Vector3 rot = GameUtil.S2CDirection(dir);
                    //player.SendMessage(EntityMessage.EntityCommand_SetRotate, (object)rot);
                }
                return;
            }

            player = CreatePlayer(data);
            if (player != null && bHavePos)
            {
                player.SendMessage(EntityMessage.EntityCommand_SetPos, (object)pos);
                Vector3 rot = GameUtil.S2CDirection(dir);
                player.SendMessage(EntityMessage.EntityCommand_SetRotate, (object)rot);
                //m_UserDataPool.Free(iter.Current.Value);
                // m_dicUserData.Remove(iter.Current.Value.data.userdata.dwUserID);
                // break;

                if (lstPos != null)
                {
                    Move move = new Move();
                    move.m_speed   = player.GetProp((int)WorldObjProp.MoveSpeed) * EntityConst.MOVE_SPEED_RATE; // 速度为测试速度
                    move.strRunAct = Client.EntityAction.Run;
                    move.path      = new List <Vector3>();
                    // 添加起点
                    //move.path.Add(new Vector3(cmd.begin_pos_x * 0.01f, 0, -cmd.begin_pos_y * 0.01f));
                    for (int i = 0; i < lstPos.Count; ++i)
                    {
                        //if (i > 0)
                        //{
                        //    move.path.Add(new Vector3(cmd.poslist[i].x, 0, -cmd.poslist[i].y));
                        //}
                        //else
                        {
                            move.path.Add(new Vector3(lstPos[i].x * 0.01f, 0, -lstPos[i].y * 0.01f));
                        }
                    }
                    player.SendMessage(EntityMessage.EntityCommand_MovePath, (object)move);
                }
            }
        }