/// <summary> /// Response to the leader changing party settings. /// </summary> /// <param name="creature"></param> public static void PartyChangeSettingR(Creature creature) { var packet = new Packet(Op.PartyChangeSettingR, creature.EntityId); packet.AddParty(creature.Party); creature.Client.Send(packet); }
/// <summary> /// Response to the party creation request, sends the client the relevant party data. /// </summary> /// <remarks> /// I feel like I'm the MSDN with that summary. /// </remarks> /// <param name="creature"></param> /// <param name="party">Set null for negative response.</param> public static void CreatePartyR(Creature creature, Party party) { var packet = new Packet(Op.PartyCreateR, creature.EntityId); packet.PutByte(party != null); if (party != null) packet.AddParty(party); creature.Client.Send(packet); }
/// <summary> /// Sends the correct response to the client sending a party join request, /// and success grants full party information. /// </summary> /// <remarks> /// This is also sent when changing channel whilst in a party, /// upon reaching the new channel. /// </remarks> /// <param name="creature"></param> /// <param name="result"></param> public static void PartyJoinR(Creature creature, PartyJoinResult result) { var packet = new Packet(Op.PartyJoinR, creature.EntityId); packet.PutByte((byte)result); if (result == PartyJoinResult.Success) packet.AddParty(creature.Party); creature.Client.Send(packet); }
/// <summary> /// Sends the correct response to the client sending a party join request, /// and success grants full party information. /// </summary> /// <remarks> /// This is also sent when changing channel whilst in a party, /// upon reaching the new channel. /// </remarks> /// <param name="creature"></param> /// <param name="result"></param> public static void PartyJoinR(Creature creature, PartyJoinResult result) { var packet = new Packet(Op.PartyJoinR, creature.EntityId); packet.PutByte((byte)result); if (result == PartyJoinResult.Success) { packet.AddParty(creature.Party); } creature.Client.Send(packet); }
/// <summary> /// Response to the party creation request, sends the client the relevant party data. /// </summary> /// <remarks> /// I feel like I'm the MSDN with that summary. /// </remarks> /// <param name="creature"></param> /// <param name="party">Set null for negative response.</param> public static void CreatePartyR(Creature creature, Party party) { var packet = new Packet(Op.PartyCreateR, creature.EntityId); packet.PutByte(party != null); if (party != null) { packet.AddParty(party); } creature.Client.Send(packet); }
/// <summary> /// Response to the leader changing party settings. /// </summary> /// <param name="creature"></param> public static void PartyChangeSettingR(Creature creature) { var packet = new Packet(Op.PartyChangeSettingR, creature.EntityId); packet.AddParty(creature.Party); creature.Client.Send(packet); }