Handler created for TargetObjectMsg

This commit is contained in:
2024-03-27 13:15:06 -04:00
parent a1f233723f
commit ac92d69914
5 changed files with 50 additions and 23 deletions
@@ -130,20 +130,6 @@ public class ClientMessagePump implements NetMsgHandler {
DispatchMessage.dispatchMsgToInterestArea(pc, rwss, DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false);
}
private static void targetObject(TargetObjectMsg msg, ClientConnection origin) {
PlayerCharacter pc = SessionManager.getPlayerCharacter(origin);
if (pc == null)
return;
// TODO improve this later. hacky way to make sure player ingame is
// active.
if (!pc.isActive())
pc.setActive(true);
pc.setLastTarget(GameObjectType.values()[msg.getTargetType()], msg.getTargetID());
}
private static void social(SocialMsg msg, ClientConnection origin) throws MsgSendException {
PlayerCharacter pc = SessionManager.getPlayerCharacter(origin);
if (pc == null)
@@ -832,10 +818,6 @@ public class ClientMessagePump implements NetMsgHandler {
protocolMsg = msg.getProtocolMsg();
switch (protocolMsg) {
case SETSELECTEDOBECT:
ClientMessagePump.targetObject((TargetObjectMsg) msg, origin);
break;
/*
* Chat
*/