public void PlayerShoot(RealmTime time, PlayerShootPacket pkt)
{
Debug.WriteLine(pkt.Position); // Was Commented!
var item = XmlDatas.ItemDescs[pkt.ContainerType];
if (item.ObjectType != Inventory[0].ObjectType && item.ObjectType != Inventory[1].ObjectType) return;
var prjDesc = item.Projectiles[0]; //Assume only one
projectileId = pkt.BulletId;
var prj = CreateProjectile(prjDesc, item.ObjectType,
0,
pkt.Time + tickMapping, pkt.Position, pkt.Angle);
Owner.EnterWorld(prj);
Owner.BroadcastPacket(new AllyShootPacket
{
OwnerId = Id,
Angle = pkt.Angle,
ContainerType = pkt.ContainerType,
BulletId = pkt.BulletId
}, this);
fames.Shoot(prj);
}