using ACE.Entity; using ACE.Entity.Enum.Properties; using ACE.Server.Network.Sequence; using ACE.Server.WorldObjects; using System; namespace ACE.Server.Network.GameMessages.Messages { public class GameMessagePublicUpdatePropertyBool : GameMessage { /// /// Public Update of PropertyBool /// /// /// /// public GameMessagePublicUpdatePropertyBool(WorldObject worldObject, PropertyBool property, bool value) : base(GameMessageOpcode.PublicUpdatePropertyBool, GameMessageGroup.UIQueue, 17) { Writer.Write(worldObject.Sequences.GetNextSequence(SequenceType.UpdatePropertyBool, property)); Writer.WriteGuid(worldObject.Guid); Writer.Write((uint)property); Writer.Write(Convert.ToUInt32(value)); } } }