using ACE.Server.Network.Structure; namespace ACE.Server.Network.GameAction.Actions { public static class GameActionJump { [GameAction(GameActionType.Jump)] public static void Handle(ClientMessage message, Session session) { var jumpPack = new JumpPack(message.Payload); var objectGuid = message.Payload.ReadUInt32(); var spellId = message.Payload.ReadUInt32(); session.Player.HandleActionJump(jumpPack); if (session.Player.IsPlayerMovingTo) session.Player.StopExistingMoveToChains(); if (session.Player.IsPlayerMovingTo2) session.Player.StopExistingMoveToChains2(); } } }