public void OnServerPlayerShoot(Client client, Packet packet) { ServerPlayerShootPacket sps = (ServerPlayerShootPacket)packet; if (AntiLagConfig.Default.Other) { if (sps.OwnerId != client.ObjectId) { packet.Send = false; } } }
public void Shoot2(ServerPlayerShootPacket spsp) { Bullet b = new Bullet { OwnerID = spsp.OwnerId, ID = spsp.BulletId, ProjectileID = -1, Damage = spsp.Damage }; MapBullet(b); }