Handler created for TargetObjectMsg
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@@ -130,20 +130,6 @@ public class ClientMessagePump implements NetMsgHandler {
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DispatchMessage.dispatchMsgToInterestArea(pc, rwss, DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false);
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}
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private static void targetObject(TargetObjectMsg msg, ClientConnection origin) {
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PlayerCharacter pc = SessionManager.getPlayerCharacter(origin);
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if (pc == null)
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return;
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// TODO improve this later. hacky way to make sure player ingame is
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// active.
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if (!pc.isActive())
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pc.setActive(true);
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pc.setLastTarget(GameObjectType.values()[msg.getTargetType()], msg.getTargetID());
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}
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private static void social(SocialMsg msg, ClientConnection origin) throws MsgSendException {
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PlayerCharacter pc = SessionManager.getPlayerCharacter(origin);
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if (pc == null)
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@@ -832,10 +818,6 @@ public class ClientMessagePump implements NetMsgHandler {
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protocolMsg = msg.getProtocolMsg();
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switch (protocolMsg) {
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case SETSELECTEDOBECT:
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ClientMessagePump.targetObject((TargetObjectMsg) msg, origin);
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break;
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/*
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* Chat
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*/
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