diff --git a/GameServer/ECS-Components/AttackComponent.cs b/GameServer/ECS-Components/AttackComponent.cs index 755886278..4c35f9a37 100644 --- a/GameServer/ECS-Components/AttackComponent.cs +++ b/GameServer/ECS-Components/AttackComponent.cs @@ -133,9 +133,7 @@ public DbInventoryItem GetAttackAmmo() // Returns the ammo used by the current `WeaponAction` if there's any. // The currently active ammo otherwise. DbInventoryItem ammo = weaponAction?.Ammo; - (owner as GamePlayer)?.Out.SendMessage($"1 {ammo?.Name}", eChatType.CT_Say, eChatLoc.CL_ChatWindow); ammo ??= owner.rangeAttackComponent.Ammo; - (owner as GamePlayer)?.Out.SendMessage($"2 {ammo?.Name}", eChatType.CT_Say, eChatLoc.CL_ChatWindow); return ammo; } diff --git a/GameServer/ECS-Components/RangeAttackComponent.cs b/GameServer/ECS-Components/RangeAttackComponent.cs index 87059f7f1..59096588e 100644 --- a/GameServer/ECS-Components/RangeAttackComponent.cs +++ b/GameServer/ECS-Components/RangeAttackComponent.cs @@ -60,9 +60,6 @@ public DbInventoryItem UpdateAmmo(DbInventoryItem weapon) } } - if (_owner is GamePlayer p) - p.Out.SendMessage($"update ammo {Ammo.Count} {Ammo.PendingDatabaseAction}", eChatType.CT_Say, eChatLoc.CL_ChatWindow); - return Ammo; DbInventoryItem GetAmmoFromInventory(eObjectType ammoType)