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Had a bug where actor id was set to the wrong packet. Will have to also look at this target thing later.

This commit is contained in:
Filip Maj 2017-06-24 16:29:13 -04:00
parent 25cd75d40c
commit 186d5b5cc5
2 changed files with 4 additions and 4 deletions

View file

@ -105,9 +105,9 @@ namespace FFXIVClassic_Map_Server.actors.director
{ {
foreach (Player p in GetPlayerMembers()) foreach (Player p in GetPlayerMembers())
{ {
GetSpawnPackets(actorId).DebugPrintPacket(); GetSpawnPackets(p.actorId).DebugPrintPacket();
p.QueuePacket(GetSpawnPackets(actorId)); p.QueuePacket(GetSpawnPackets(p.actorId));
p.QueuePacket(GetInitPackets(actorId)); p.QueuePacket(GetInitPackets(p.actorId));
} }
} }
} }

View file

@ -38,7 +38,7 @@ namespace FFXIVClassic_Map_Server.dataobjects
public void QueuePacket(SubPacket subPacket, bool isAuthed, bool isEncrypted) public void QueuePacket(SubPacket subPacket, bool isAuthed, bool isEncrypted)
{ {
subPacket.header.targetId = id; //subPacket.header.targetId = id;
Server.GetWorldConnection().QueuePacket(subPacket, isAuthed, isEncrypted); Server.GetWorldConnection().QueuePacket(subPacket, isAuthed, isEncrypted);
} }