#include "stdafx.h" #include "SyncMerchant.h" VOID SyncMerchant::OnEnterObject(const Sector& IN rSector) { // CHANGES: f110415.6L, at this point in time, the usage case of 'OnEnterObject' only has // notification to users so that if the sector has no users, // it is no need to process contiuously. if (rSector.GetPlayerNum() == 0) { return; }; // MSG_CG_SYNC_MERCHANT_ENTER_BRD* brd_msg = m_VarMsg2.StartTypePtr(Param2Class()); m_VarMsg2.SetSize(brd_msg->GetSize()); // RenderInfo Á¤º¸ ¼ÂÆÃ MONSTER_RENDER_INFO* render_msg = reinterpret_cast(m_VarMsg2.NextPtr()); GetNPCRenderInfo(render_msg); m_VarMsg2.SetSize(render_msg->GetSize()); GameField* const game_field = GetField(); game_field->SendExPacketToSector(rSector.GetSectorIndex(), m_VarMsg2.GetMsgCount(), m_VarMsg2.GetMsgPPtr(), m_VarMsg2.GetMsgSizePtr()); }