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MovementQuery.cs
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/* Copyright(c) 2016 UltimaLive
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#region References
using Server;
using UltimaLive.Network;
using Server.Mobiles;
#endregion
namespace UltimaLive;
public class MovementQuery : UltimaLiveQuery
{
public static void Initialize()
{
PlayerMobile.BlockQuery = new MovementQuery();
}
public int QueryMobile(Mobile m, int previousMapBlock)
{
var blocknum = (m.Location.X >> 3) * m.Map.Tiles.BlockHeight + (m.Location.Y >> 3);
if (blocknum != previousMapBlock)
{
m.NetState.SendQueryClientHash(m);
}
return blocknum;
}
}