Package com.l2jfrozen.gameserver.network.serverpackets

Examples of com.l2jfrozen.gameserver.network.serverpackets.ValidateLocation


    {
      activeChar.setCurrentSkillWorldPosition(new Point3D(_x, _y, _z));

      // normally magicskilluse packet turns char client side but for these skills, it doesn't (even with correct target)
      activeChar.setHeading(Util.calculateHeadingFrom(activeChar.getX(), activeChar.getY(), _x , _y));
      activeChar.broadcastPacket(new ValidateLocation(activeChar));
      activeChar.useMagic(skill, _ctrlPressed, _shiftPressed);
    }
    else
    {
      sendPacket(ActionFailed.STATIC_PACKET);
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      // Send a Server->Client packet MyTargetSelected to the L2PcInstance player
      MyTargetSelected my = new MyTargetSelected(getObjectId(), 0);
      player.sendPacket(my);
      my = null;

      player.sendPacket(new ValidateLocation(this));
    }
    else
    {
      // Calculate the distance between the L2PcInstance and the L2NpcInstance
      if(!canInteract(player))
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      // Send a Server->Client packet MyTargetSelected to the L2PcInstance player
      MyTargetSelected my = new MyTargetSelected(getObjectId(), 0);
      player.sendPacket(my);

      // Send a Server->Client packet ValidateLocation to correct the L2NpcInstance position and heading on the client
      player.sendPacket(new ValidateLocation(this));
    }
    else
    {
      // Calculate the distance between the L2PcInstance and the L2NpcInstance
      if (!canInteract(player))
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        player.sendPacket(my);
      }

      // Send a Server->Client packet ValidateLocation to correct the
      // L2NpcInstance position and heading on the client
      player.sendPacket(new ValidateLocation(this));
    }
    else
    {
      // Check if the player is attackable (without a forced attack) and
      // isn't dead
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      MyTargetSelected my = new MyTargetSelected(getObjectId(), 0);
      player.sendPacket(my);
      my = null;

      // Send a Server->Client packet ValidateLocation to correct the L2NpcInstance position and heading on the client
      player.sendPacket(new ValidateLocation(this));
    }
    else
    {
      // Calculate the distance between the L2PcInstance and the L2NpcInstance
      if(!canInteract(player))
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  {
      if (this != player.getTarget())
      {
          player.setTarget(this);
          player.sendPacket(new MyTargetSelected(getObjectId(), player.getLevel() - getLevel()));
          player.sendPacket(new ValidateLocation(this));
        }
        else if (isInsideRadius(player, INTERACTION_DISTANCE, false, false))
        {
          //SocialAction sa = new SocialAction(this, Rnd.get(8));
          player.broadcastPacket(new SocialAction(player.getObjectId(), 6));
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      su.addAttribute(StatusUpdate.MAX_HP, getMaxHp());
      player.sendPacket(su);
      su = null;

      // Send a Server->Client packet ValidateLocation to correct the L2NpcInstance position and heading on the client
      player.sendPacket(new ValidateLocation(this));
    }
    else
    {
      if(isAutoAttackable(player) && Math.abs(player.getZ() - getZ()) < 100 // Less then max height difference, delete check when geo
          && GeoData.getInstance().canSeeTarget(player, this))
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    if(target == null)
      return false;

    if(target instanceof L2Character)
    {
      ((L2Character) target).sendPacket(new ValidateLocation(this));
      this.sendPacket(new ValidateLocation(((L2Character) target)));
     
      L2Character target1 = (L2Character) target;
      angleChar = Util.calculateAngleFrom(target1, this);
      angleTarget = Util.convertHeadingToDegree(target1.getHeading());
      angleDiff = angleChar - angleTarget;
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    if(target == null)
      return false;

    if(target instanceof L2Character)
    {
      ((L2Character) target).sendPacket(new ValidateLocation(this));
      this.sendPacket(new ValidateLocation(((L2Character) target)));
     
      L2Character target1 = (L2Character) target;
      angleChar = Util.calculateAngleFrom(target1, this);
      angleTarget = Util.convertHeadingToDegree(target1.getHeading());
      angleDiff = angleChar - angleTarget;
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            if(!activeChar.isMoving()){
             
              if(activeChar.isInBoat())
                sendPacket(new ValidateLocationInVehicle(activeChar));
              else
                sendPacket(new ValidateLocation(activeChar));
             
             
            }else if(diffSq > activeChar.getStat().getMoveSpeed())
              activeChar.broadcastPacket(new CharMoveToLocation(activeChar));
           
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