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https://github.com/Rogiel/l2jserver2
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Monster can now be killed. Their corpses disappear after 5 seconds and
respawn in the specified time. Signed-off-by: Rogiel <rogiel@rogiel.com>
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@@ -0,0 +1,58 @@
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/*
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* This file is part of l2jserver <l2jserver.com>.
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*
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* l2jserver is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* l2jserver is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with l2jserver. If not, see <http://www.gnu.org/licenses/>.
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*/
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package com.l2jserver.game.net.packet.server;
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import org.jboss.netty.buffer.ChannelBuffer;
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import com.l2jserver.game.net.Lineage2Connection;
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import com.l2jserver.game.net.packet.AbstractServerPacket;
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import com.l2jserver.model.server.AttackHit;
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import com.l2jserver.model.world.Actor;
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/**
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* This packet informs the client of an attack issued
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*
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* @author <a href="http://www.rogiel.com">Rogiel</a>
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* @see AttackHit
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*/
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public class SM_DIE extends AbstractServerPacket {
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/**
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* The packet OPCODE
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*/
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public static final int OPCODE = 0x00;
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/**
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* The attacker actor
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*/
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private final Actor actor;
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public SM_DIE(Actor actor) {
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super(OPCODE);
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this.actor = actor;
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}
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@Override
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public void write(Lineage2Connection conn, ChannelBuffer buffer) {
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buffer.writeInt(actor.getID().getID());
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buffer.writeInt(0x00); // to hide away
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buffer.writeInt(0x00); // to castle
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buffer.writeInt(0x00); // to siege HQ
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buffer.writeInt(0x00); // sweepable (blue glow)
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buffer.writeInt(0x00); // to FIXED
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buffer.writeInt(0x00); // to fortress
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}
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}
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@@ -80,7 +80,7 @@ public class SM_NPC_INFO extends AbstractServerPacket {
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buffer.writeByte(1); // name above char 1=true ... ??
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buffer.writeByte(0x00); // is running
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buffer.writeByte((npc.isAttacking() ? 0x01 : 0x00)); // is in combat
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buffer.writeByte(0x00); // is like dead (faking)
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buffer.writeByte((npc.isDead() ? 0x01 : 0x00)); // is like dead (faking)
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buffer.writeByte(0x00); // 0=teleported 1=default 2=summoned
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BufferUtils.writeString(buffer, template.getName());
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BufferUtils.writeString(buffer, template.getTitle());
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