actual freya branch
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/*
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* $Header: Broadcast.java, 18/11/2005 15:33:35 luisantonioa Exp $
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*
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* $Author: luisantonioa $
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* $Date: 18/11/2005 15:33:35 $
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* $Revision: 1 $
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* $Log: Broadcast.java,v $
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* Revision 1 18/11/2005 15:33:35 luisantonioa
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* Added copyright notice
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*
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*
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* This program is free software: you can redistribute it and/or modify it under
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* the terms of the GNU General Public License as published by the Free Software
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* Foundation, either version 3 of the License, or (at your option) any later
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* version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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* details.
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*
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* You should have received a copy of the GNU General Public License along with
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* this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package com.l2jserver.gameserver.util;
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import java.util.Collection;
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import java.util.logging.Level;
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import java.util.logging.Logger;
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import com.l2jserver.Config;
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import com.l2jserver.gameserver.model.L2World;
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import com.l2jserver.gameserver.model.actor.L2Character;
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import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
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import com.l2jserver.gameserver.network.clientpackets.Say2;
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import com.l2jserver.gameserver.network.serverpackets.CharInfo;
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import com.l2jserver.gameserver.network.serverpackets.CreatureSay;
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import com.l2jserver.gameserver.network.serverpackets.L2GameServerPacket;
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import com.l2jserver.gameserver.network.serverpackets.RelationChanged;
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/**
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* This class ...
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* @version $Revision: 1.2 $ $Date: 2004/06/27 08:12:59 $
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*/
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public final class Broadcast
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{
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private static Logger _log = Logger.getLogger(Broadcast.class.getName());
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/**
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* Send a packet to all L2PcInstance in the _KnownPlayers of the L2Character that have the Character targetted.<BR>
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* <BR>
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* <B><U> Concept</U> :</B><BR>
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* L2PcInstance in the detection area of the L2Character are identified in <B>_knownPlayers</B>.<BR>
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* In order to inform other players of state modification on the L2Character, server just need to go through _knownPlayers to send Server->Client Packet<BR>
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* <BR>
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* <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T SEND Server->Client packet to this L2Character (to do this use method toSelfAndKnownPlayers)</B></FONT><BR>
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* <BR>
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*/
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public static void toPlayersTargettingMyself(L2Character character, L2GameServerPacket mov)
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{
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if (Config.DEBUG)
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{
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_log.fine("players to notify:" + character.getKnownList().getKnownPlayers().size() + " packet:" + mov.getType());
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}
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Collection<L2PcInstance> plrs = character.getKnownList().getKnownPlayers().values();
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// synchronized (character.getKnownList().getKnownPlayers())
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{
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for (L2PcInstance player : plrs)
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{
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if (player.getTarget() != character)
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{
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continue;
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}
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player.sendPacket(mov);
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}
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}
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}
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/**
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* Send a packet to all L2PcInstance in the _KnownPlayers of the L2Character.<BR>
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* <BR>
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* <B><U> Concept</U> :</B><BR>
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* L2PcInstance in the detection area of the L2Character are identified in <B>_knownPlayers</B>.<BR>
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* In order to inform other players of state modification on the L2Character, server just need to go through _knownPlayers to send Server->Client Packet<BR>
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* <BR>
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* <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T SEND Server->Client packet to this L2Character (to do this use method toSelfAndKnownPlayers)</B></FONT><BR>
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* <BR>
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*/
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public static void toKnownPlayers(L2Character character, L2GameServerPacket mov)
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{
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if (Config.DEBUG)
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{
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_log.fine("players to notify:" + character.getKnownList().getKnownPlayers().size() + " packet:" + mov.getType());
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}
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Collection<L2PcInstance> plrs = character.getKnownList().getKnownPlayers().values();
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// synchronized (character.getKnownList().getKnownPlayers())
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{
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for (L2PcInstance player : plrs)
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{
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if (player == null)
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{
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continue;
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}
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try
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{
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player.sendPacket(mov);
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if ((mov instanceof CharInfo) && (character instanceof L2PcInstance))
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{
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int relation = ((L2PcInstance) character).getRelation(player);
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Integer oldrelation = character.getKnownList().getKnownRelations().get(player.getObjectId());
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if ((oldrelation != null) && (oldrelation != relation))
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{
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player.sendPacket(new RelationChanged((L2PcInstance) character, relation, character.isAutoAttackable(player)));
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if (((L2PcInstance) character).getPet() != null)
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{
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player.sendPacket(new RelationChanged(((L2PcInstance) character).getPet(), relation, character.isAutoAttackable(player)));
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}
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}
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}
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}
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catch (NullPointerException e)
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{
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_log.log(Level.WARNING, e.getMessage(), e);
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}
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}
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}
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}
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/**
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* Send a packet to all L2PcInstance in the _KnownPlayers (in the specified radius) of the L2Character.<BR>
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* <BR>
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* <B><U> Concept</U> :</B><BR>
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* L2PcInstance in the detection area of the L2Character are identified in <B>_knownPlayers</B>.<BR>
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* In order to inform other players of state modification on the L2Character, server just needs to go through _knownPlayers to send Server->Client Packet and check the distance between the targets.<BR>
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* <BR>
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* <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T SEND Server->Client packet to this L2Character (to do this use method toSelfAndKnownPlayers)</B></FONT><BR>
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* <BR>
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*/
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public static void toKnownPlayersInRadius(L2Character character, L2GameServerPacket mov, int radius)
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{
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if (radius < 0)
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{
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radius = 1500;
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}
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Collection<L2PcInstance> plrs = character.getKnownList().getKnownPlayers().values();
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// synchronized (character.getKnownList().getKnownPlayers())
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{
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for (L2PcInstance player : plrs)
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{
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if (character.isInsideRadius(player, radius, false, false))
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{
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player.sendPacket(mov);
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}
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}
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}
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}
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/**
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* Send a packet to all L2PcInstance in the _KnownPlayers of the L2Character and to the specified character.<BR>
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* <BR>
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* <B><U> Concept</U> :</B><BR>
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* L2PcInstance in the detection area of the L2Character are identified in <B>_knownPlayers</B>.<BR>
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* In order to inform other players of state modification on the L2Character, server just need to go through _knownPlayers to send Server->Client Packet<BR>
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* <BR>
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*/
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public static void toSelfAndKnownPlayers(L2Character character, L2GameServerPacket mov)
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{
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if (character instanceof L2PcInstance)
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{
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character.sendPacket(mov);
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}
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toKnownPlayers(character, mov);
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}
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// To improve performance we are comparing values of radius^2 instead of calculating sqrt all the time
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public static void toSelfAndKnownPlayersInRadius(L2Character character, L2GameServerPacket mov, long radiusSq)
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{
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if (radiusSq < 0)
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{
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radiusSq = 360000;
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}
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if (character instanceof L2PcInstance)
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{
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character.sendPacket(mov);
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}
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Collection<L2PcInstance> plrs = character.getKnownList().getKnownPlayers().values();
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// synchronized (character.getKnownList().getKnownPlayers())
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{
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for (L2PcInstance player : plrs)
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{
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if ((player != null) && (character.getDistanceSq(player) <= radiusSq))
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{
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player.sendPacket(mov);
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}
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}
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}
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}
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/**
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* Send a packet to all L2PcInstance present in the world.<BR>
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* <BR>
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* <B><U> Concept</U> :</B><BR>
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* In order to inform other players of state modification on the L2Character, server just need to go through _allPlayers to send Server->Client Packet<BR>
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* <BR>
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* <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T SEND Server->Client packet to this L2Character (to do this use method toSelfAndKnownPlayers)</B></FONT><BR>
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* <BR>
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*/
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public static void toAllOnlinePlayers(L2GameServerPacket mov)
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{
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if (Config.DEBUG)
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{
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_log.fine("Players to notify: " + L2World.getInstance().getAllPlayersCount() + " (with packet " + mov.getType() + ")");
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}
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Collection<L2PcInstance> pls = L2World.getInstance().getAllPlayers().values();
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// synchronized (L2World.getInstance().getAllPlayers())
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{
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for (L2PcInstance onlinePlayer : pls)
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{
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if ((onlinePlayer != null) && onlinePlayer.isOnline())
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{
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onlinePlayer.sendPacket(mov);
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}
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}
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}
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}
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public static void announceToOnlinePlayers(String text)
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{
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CreatureSay cs = new CreatureSay(0, Say2.ANNOUNCEMENT, "", text);
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toAllOnlinePlayers(cs);
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}
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public static void toPlayersInInstance(L2GameServerPacket mov, int instanceId)
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{
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Collection<L2PcInstance> pls = L2World.getInstance().getAllPlayers().values();
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// synchronized (character.getKnownList().getKnownPlayers())
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{
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for (L2PcInstance onlinePlayer : pls)
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{
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if ((onlinePlayer != null) && onlinePlayer.isOnline() && (onlinePlayer.getInstanceId() == instanceId))
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{
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onlinePlayer.sendPacket(mov);
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}
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}
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}
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}
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}
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