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using Google.Protobuf;
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using Google.Protobuf.WellKnownTypes;
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using ServerCore;
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using ServerBase;
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using ServerCommon;
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using ServerCommon.BusinessLogDomain;
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using MetaAssets;
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namespace GameServer;
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public static class SwitchingPropHelper
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{
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public static void send_GS2C_NTF_SWITCHING_PROP_STATE(Player player)
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{
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var attribute = player.getEntityAttribute<SwitchingPropAttribute>();
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NullReferenceCheckHelper.throwIfNull(attribute, () => $"attribute is null !!! - player:{player.toBasicString()}");
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var ntf_packet = new ClientToGame();
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ntf_packet.Message = new ClientToGameMessage();
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ntf_packet.Message.NtfSwitchingPropState = new();
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foreach (var prop in attribute.m_switching_props)
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{
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SwitchingPropState state = new();
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state.SwitchingPropId = prop.Key;
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state.PropState = prop.Value;
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ntf_packet.Message.NtfSwitchingPropState.SwitchingPropState.Add(state);
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}
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GameServerApp.getServerLogic().onSendPacket(player, ntf_packet);
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}
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public static void send_GS2C_NTF_SWITCHING_PROP_STATE(Player player, Int32 propId, Int32 propState)
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{
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var ntf_packet = new ClientToGame();
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ntf_packet.Message = new ClientToGameMessage();
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ntf_packet.Message.NtfSwitchingPropState = new();
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SwitchingPropState state = new();
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state.SwitchingPropId = propId;
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state.PropState = propState;
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ntf_packet.Message.NtfSwitchingPropState.SwitchingPropState.Add(state);
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GameServerApp.getServerLogic().onSendPacket(player, ntf_packet);
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}
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}
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