invertika_game.Game.Character.sendSpecialUpdate C# (CSharp) Method

sendSpecialUpdate() public method

public sendSpecialUpdate ( ) : void
return void
        void sendSpecialUpdate()
        {
            ////GPMSG_SPECIAL_STATUS = 0x0293,
            //// { B specialID, L current, L max, L recharge }
            //for (std::map<int, Special*>::iterator i = mSpecials.begin();
            //     i != mSpecials.end(); i++)
            //{

            //    MessageOut msg(GPMSG_SPECIAL_STATUS );
            //    msg.writeInt8(i.first);
            //    msg.writeInt32(i.second.currentMana);
            //    msg.writeInt32(i.second.neededMana);
            //    msg.writeInt32(mRechargePerSpecial);
            //    /* Yes, the last one is redundant because it is the same for each
            //       special, but I would like to keep the netcode flexible enough
            //       to allow different recharge speed per special when necessary */
            //    gameHandler.sendTo(this, msg);
            //}
        }