public static COutPacket MakeLeaveFieldPacket(CReactor reactor) { //CReactor::MakeLeaveFieldPacket var p = new COutPacket(SendOps.LP_ReactorLeaveField); p.Encode4(reactor.dwId); //m_dwId p.Encode1(reactor.nState); //nState reactor.Position.EncodePos(p); //m_ptPos.x | m_ptPos.y return(p); }
public static COutPacket MakeEnterFieldPacket(CReactor reactor) { //CReactor::MakeEnterFieldPacket var p = new COutPacket(SendOps.LP_ReactorEnterField); p.Encode4(reactor.dwId); p.Encode4(reactor.nReactorTemplateID); p.Encode1(reactor.nState); reactor.Position.EncodePos(p); p.Encode1(reactor.bFlipped); //bFlip p.Skip(2); //A string????? return(p); }
public static COutPacket ReactorChangeState(CReactor reactor, short tActionDelay, byte nProperEventIdx) { //CReactor::MakeStateChangePacket var p = new COutPacket(SendOps.LP_ReactorChangeState); p.Encode4(reactor.dwId); //m_dwId p.Encode1(reactor.nState); //nState reactor.Position.EncodePos(p); // m_ptPos.x | m_ptPos.y p.Encode2(tActionDelay); p.Encode1(nProperEventIdx); p.Encode1(reactor.nMaxState); return(p); }
public ReactorScript(string sScriptName, string sScriptContents, CReactor reactor, WvsGameClient client, bool bHit) : base(sScriptName, sScriptContents, client) { Context = new ReactorScriptContext(this, reactor, bHit); }
public ReactorScriptContext(ReactorScript script, CReactor reactor, bool bHit) : base(script) { Reactor = reactor; WasHit = bHit; }
public ReactorScript GetReactorScript(string sReactorScriptName, CReactor oReactor, WvsGameClient c, bool bHit) { var script = GetScript(ScriptType.Reactor, sReactorScriptName, c); return(new ReactorScript(sReactorScriptName, script, oReactor, c, bHit)); }