using ACE.Entity; using ACE.Entity.Enum.Properties; using ACE.Server.Network.Sequence; using ACE.Server.WorldObjects; namespace ACE.Server.Network.GameMessages.Messages { public class GameMessagePublicUpdatePropertyFloat : GameMessage { /// /// /// /// /// /// public GameMessagePublicUpdatePropertyFloat(WorldObject worldObject, PropertyFloat property, double value) : base(GameMessageOpcode.PublicUpdatePropertyFloat, GameMessageGroup.UIQueue, 21) { Writer.Write(worldObject.Sequences.GetNextSequence(SequenceType.UpdatePropertyDouble, property)); Writer.WriteGuid(worldObject.Guid); Writer.Write((uint)property); Writer.Write(value); } } }