示例#1
0
        public override void OnPlayerApproaching(Players.Player player)
        {
            if (player.Position.DistanceSquared(ref _position) < ActorData.Sphere.Radius * ActorData.Sphere.Radius * this.Scale * this.Scale && !_savepointReached)
            {
                _savepointReached = true;

                // TODO send real SavePointInformation, though im not sure if that is used for anything at all
                this.World.BroadcastIfRevealed(new SavePointInfoMessage
                {
                    snoLevelArea = 102362,
                }, this);

                player.SavePointData = new Net.GS.Message.Fields.SavePointData() { snoWorld = World.WorldSNO.Id, SavepointId = SavepointId };
                player.UpdateHeroState();
            }
        }
示例#2
0
        public override void OnPlayerApproaching(Players.Player player)
        {
            if (player.Position.DistanceSquared(ref _position) < ActorData.Sphere.Radius * ActorData.Sphere.Radius * this.Scale * this.Scale && !_savepointReached)
            {
                _savepointReached = true;

                // TODO send real SavePointInformation, though im not sure if that is used for anything at all
                this.World.BroadcastIfRevealed(new SavePointInfoMessage
                {
                    snoLevelArea = 102362,
                }, this);

                player.SavePointData = new Net.GS.Message.Fields.SavePointData() { snoWorld = World.WorldSNO.Id, SavepointId = SavepointId };
                player.UpdateHeroState();
                player.CheckPointPosition = this._position; // This seemed easier than having on Death find the SavePoint based on ID, then getting its location. - DarkLotus
            }
        }