public virtual void Accepted(CharacterEntity character, Seat seat) { GainControlOfVehiclePacketOut gcovpo = new GainControlOfVehiclePacketOut(character, this); TheRegion.SendToVisible(lPos, gcovpo); // TODO: handle players coming into/out-of view of the vehicle + driver! }
public override void SendSpawnPacket(PlayerEntity player) { base.SendSpawnPacket(player); if (Driver != null) { GainControlOfVehiclePacketOut gcovpo = new GainControlOfVehiclePacketOut(Driver, this); player.Network.SendPacket(gcovpo); } }
public virtual void Accepted(CharacterEntity character, Seat seat) { GainControlOfVehiclePacketOut gcovpo = new GainControlOfVehiclePacketOut(character, this); TheRegion.SendToVisible(lPos, gcovpo); }