using ACE.Entity;
using ACE.Entity.Enum.Properties;
using ACE.Server.Network.Sequence;
using ACE.Server.WorldObjects;
using System;
namespace ACE.Server.Network.GameMessages.Messages
{
public class GameMessagePublicUpdatePropertyBool : GameMessage
{
///
/// Public Update of PropertyBool
///
///
///
///
public GameMessagePublicUpdatePropertyBool(WorldObject worldObject, PropertyBool property, bool value)
: base(GameMessageOpcode.PublicUpdatePropertyBool, GameMessageGroup.UIQueue, 17)
{
Writer.Write(worldObject.Sequences.GetNextSequence(SequenceType.UpdatePropertyBool, property));
Writer.WriteGuid(worldObject.Guid);
Writer.Write((uint)property);
Writer.Write(Convert.ToUInt32(value));
}
}
}