package NET.worlds.network; import NET.worlds.scape.Room; public class NetworkNobody { String _longID; WorldServer _server; public NetworkNobody(String longID, WorldServer server) { this._longID = longID; this._server = server; } public WorldServer getServer() { return this._server; } public String getLongID() { return this._longID; } public void appear(Room rm, short x, short y, short z, short yaw) { assert false; } public void disappear() { assert false; } public void longLoc(short x, short y, short z, short yaw) { assert false; } public void roomChange(Room newRoom, short x, short y, short z, short yaw) { assert false; } public void shortLoc(byte dx, byte dy, byte dyaw) { assert false; } public void teleport(WorldServer serv, byte exitType, byte entryType, Room newRoom, short x, short y, short z, short yaw) { assert false; } public void property(OldPropertyList propList) { } public void propertyUpdate(PropertyList propList) { } public void register() { assert false; } public void galaxyDisconnected() { assert false; } public void reacquireServer(WorldServer oldServ) { assert false; } public void changeChannel(Galaxy g, String oldChannel, String newChannel) { assert false; } }