mooege/mooege — Issue #167: EndOfTickMessage usage (at least one of them)
Author: xsochor
Created: 2011-10-13 00:06:32+00:00
State: open

it blocks client messages processing until

```csharp
GameTickMessage.Tick >= EndOfTickMessage.Field0
```

EndOfTickMessage.Field1 remains mystery for me.

example (spawning deadly reach effect on client)

```csharp
int effectID = 71921;
switch (message.Field5)
{
case 0:
this.InGameClient.SendMessage(new EndOfTickMessage()

{

Field0 = this.InGameClient.Game.Tick + 100, // wait until current +100 tick sent
Field1 = 1
});
break;
case 1:
effectID = 72134;
break;
case 2:
this.InGameClient.SendMessage(new EndOfTickMessage()

{

Field0 = this.InGameClient.Game.Tick + 400, // wait until current +400 tick sent
Field1 = 1
});
effectID = 72331;
break;
}
this.World.BroadcastIfRevealed(new PlayEffectMessage()
{
Id = 0x7a,
ActorID = this.DynamicID,
Field1 = 32,
Field2 = effectID,
}, this);
```