public Character(InPacket packet)
        {
            GUID = packet.ReadUInt64();
            Name = packet.ReadCString();
            Race = (Race)packet.ReadByte();
            Class = (Class)packet.ReadByte();
            Gender = (Gender)packet.ReadByte();
            Bytes = packet.ReadBytes(5);
            Level = packet.ReadByte();
            ZoneId = packet.ReadUInt32();
            MapId = packet.ReadUInt32();
            X = packet.ReadSingle();
            Y = packet.ReadSingle();
            Z = packet.ReadSingle();
            GuildId = packet.ReadUInt32();
            Flags = packet.ReadUInt32();
            packet.ReadUInt32();	// customize (rename, etc)
            packet.ReadByte();		// first login
            PetInfoId = packet.ReadUInt32();
            PetLevel = packet.ReadUInt32();
            PetFamilyId = packet.ReadUInt32();

            // read items
            for (int i = 0; i < Items.Length - 1; ++i)
                Items[i] = new Item(packet);

            // read bags
            for (int i = 0; i < 4; ++i)
            {
                packet.ReadUInt32();
                packet.ReadByte();
                packet.ReadUInt32();
            }
        }
Beispiel #2
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        void HandleCharEnum(InPacket packet)
        {
            byte count = packet.ReadByte();

            if (count == 0)
            {
                Game.UI.LogLine("No characters found!");
            }
            else
            {
                Character[] characters = new Character[count];
                for (byte i = 0; i < count; ++i)
                    characters[i] = new Character(packet);

                Game.UI.PresentCharacterList(characters);
            }
        }
        void HandleServerAuthChallenge(InPacket packet)
        {
            uint one = packet.ReadUInt32();
            uint seed = packet.ReadUInt32();

            BigInteger seed1 = packet.ReadBytes(16).ToBigInteger();
            BigInteger seed2 = packet.ReadBytes(16).ToBigInteger();

            var rand = System.Security.Cryptography.RandomNumberGenerator.Create();
            byte[] bytes = new byte[4];
            rand.GetBytes(bytes);
            BigInteger ourSeed = bytes.ToBigInteger();

            uint zero = 0;

            byte[] authResponse = HashAlgorithm.SHA1.Hash
            (
                Encoding.ASCII.GetBytes(Game.Username.ToUpper()),
                BitConverter.GetBytes(zero),
                BitConverter.GetBytes((uint)ourSeed),
                BitConverter.GetBytes(seed),
                Game.Key.ToCleanByteArray()
            );

            OutPacket response = new OutPacket(WorldCommand.ClientAuthSession);
            response.Write((uint)12340);        // client build
            response.Write(zero);
            response.Write(Game.Username.ToUpper().ToCString());
            response.Write(zero);
            response.Write((uint)ourSeed);
            response.Write(zero);
            response.Write(zero);
            response.Write(zero);
            response.Write((ulong)zero);
            response.Write(authResponse);
            response.Write(zero);            // length of addon data

            Send(response);

            // TODO: don't fully initialize here, auth may fail
            // instead, initialize in HandleServerAuthResponse when auth succeeds
            // will require special logic in network code to correctly decrypt/parse packet header
            AuthenticationCrypto.Initialize(Game.Key.ToCleanByteArray());
        }
Beispiel #4
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        protected void HandleNameQueryResponse(InPacket packet)
        {
            var pguid = packet.ReadPackedGuid();
            var end = packet.ReadBoolean();
            if (end)    //! True if not found, false if found
                return;

            var name = packet.ReadCString();

            if (!Game.World.PlayerNameLookup.ContainsKey(pguid))
            {
                //! Add name definition per GUID
                Game.World.PlayerNameLookup.Add(pguid, name);
                //! See if any queued messages for this GUID are stored
                Queue<ChatMessage> messageQueue = null;
                if (Game.World.QueuedChatMessages.TryGetValue(pguid, out messageQueue))
                {
                    ChatMessage m;
                    while (messageQueue.GetEnumerator().MoveNext())
                    {
                        //! Print with proper name and remove from queue
                        m = messageQueue.Dequeue();
                        m.Sender.Sender = name;
                        Game.UI.PresentChatMessage(m);
                    }
                }
            }

            /*
            var realmName = packet.ReadCString();
            var race = (Race)packet.ReadByte();
            var gender = (Gender)packet.ReadByte();
            var cClass = (Class)packet.ReadByte();
            var decline = packet.ReadBoolean();

            if (!decline)
                return;

            for (var i = 0; i < 5; i++)
                var declinedName = packet.ReadCString();
            */
        }
        void HandleServerAuthResponse(InPacket packet)
        {
            CommandDetail detail = (CommandDetail)packet.ReadByte();

            uint billingTimeRemaining = packet.ReadUInt32();
            byte billingFlags = packet.ReadByte();
            uint billingTimeRested = packet.ReadUInt32();
            byte expansion = packet.ReadByte();

            if (detail == CommandDetail.AuthSuccess)
            {
                OutPacket request = new OutPacket(WorldCommand.ClientEnumerateCharacters);
                Send(request);
            }
            else
            {
                Game.UI.LogLine(string.Format("Authentication succeeded, but received response {0}", detail));
                Game.UI.Exit();
            }
        }
Beispiel #6
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 void HandleChatPlayerNotFound(InPacket packet)
 {
     Game.UI.LogLine(String.Format("Player {0} not found!", packet.ReadCString()));
 }
Beispiel #7
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 public void HandleMonsterMovementPacket(InPacket packet)
 {
     ResetData();
     updateType = ObjectUpdateType.UPDATETYPE_MOVEMENT;
     guid = packet.ReadPackedGuid();
     byte unk = packet.ReadByte();
     WorldObject worldObject = game.Objects[guid];
     worldObject.Set(packet.ReadVector3());
 }
Beispiel #8
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            public void HandleUpdatePacket(InPacket packet)
            {
                blockCount = packet.ReadUInt32();
                for (int blockIndex = 0; blockIndex < blockCount; blockIndex++)
                {
                    ResetData();

                    updateType = (ObjectUpdateType)packet.ReadByte();

                    switch (updateType)
                    {
                        case ObjectUpdateType.UPDATETYPE_VALUES:
                            guid = packet.ReadPackedGuid();
                            ReadValuesUpdateData(packet);
                            break;
                        case ObjectUpdateType.UPDATETYPE_MOVEMENT:
                            guid = packet.ReadPackedGuid();
                            ReadMovementUpdateData(packet);
                            break;
                        case ObjectUpdateType.UPDATETYPE_CREATE_OBJECT:
                        case ObjectUpdateType.UPDATETYPE_CREATE_OBJECT2:
                            guid = packet.ReadPackedGuid();
                            objectType = (TypeID)packet.ReadByte();
                            ReadMovementUpdateData(packet);
                            ReadValuesUpdateData(packet);
                            break;
                        case ObjectUpdateType.UPDATETYPE_OUT_OF_RANGE_OBJECTS:
                            var guidCount = packet.ReadUInt32();
                            for (var guidIndex = 0; guidIndex < guidCount; guidIndex++)
                                outOfRangeGuids.Add(packet.ReadPackedGuid());
                            break;
                        case ObjectUpdateType.UPDATETYPE_NEAR_OBJECTS:
                            break;
                    }

                    HandleUpdateData();
                }
            }
Beispiel #9
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 protected void HandleCompressedUpdateObject(InPacket packet)
 {
     updateObjectHandler.HandleUpdatePacket(packet.Inflate());
 }
Beispiel #10
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 protected void HandleLogoutComplete(InPacket packet)
 {
     Connected = false;
     LoggedIn = false;
     Running = false;
     loggedOutEvent.SetResult(true);
 }
Beispiel #11
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 protected void HandleCharCreate(InPacket packet)
 {
     var response = (CommandDetail)packet.ReadByte();
     if (response == CommandDetail.CHAR_CREATE_SUCCESS)
         SendPacket(new OutPacket(WorldCommand.CMSG_CHAR_ENUM));
     else
         NoCharactersFound();
 }
Beispiel #12
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 protected void HandleTransferPending(InPacket packet)
 {
     Player.ResetPosition();
     var newMap = packet.ReadUInt32();
 }
Beispiel #13
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 protected void HandleLoginVerifyWorld(InPacket packet)
 {
     Player.MapID = (int)packet.ReadUInt32();
     Player.X = packet.ReadSingle();
     Player.Y = packet.ReadSingle();
     Player.Z = packet.ReadSingle();
     Player.O = packet.ReadSingle();
 }
Beispiel #14
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 protected void HandleTradeStatus(InPacket packet)
 {
     if (Behavior.Begger)
     {
         TradeStatus status = (TradeStatus)packet.ReadUInt32();
         switch (status)
         {
             case TradeStatus.BeginTrade:
                 TraderGUID = packet.ReadUInt64();
                 // Stop moving
                 CancelActionsByFlag(ActionFlag.Movement);
                 // Accept trade
                 OutPacket beginTrade = new OutPacket(WorldCommand.CMSG_BEGIN_TRADE);
                 SendPacket(beginTrade);
                 break;
             case TradeStatus.Canceled:
                 EnableActionsByFlag(ActionFlag.Movement);
                 TraderGUID = 0;
                 break;
             case TradeStatus.Accept:
                 OutPacket acceptTrade = new OutPacket(WorldCommand.CMSG_ACCEPT_TRADE);
                 SendPacket(acceptTrade);
                 break;
             case TradeStatus.Tradecomplete:
                 DoSayChat("Thank you!");
                 EnableActionsByFlag(ActionFlag.Movement);
                 HandleTriggerInput(TriggerActionType.TradeCompleted, TraderGUID);
                 TraderGUID = 0;
                 break;
         }
     }
 }
Beispiel #15
0
 private void QueuePacket(InPacket packet)
 {
     packetsQueue.Enqueue(packet);
 }
Beispiel #16
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        protected void HandleMessageChat(InPacket packet)
        {
            var type   = (ChatMessageType)packet.ReadByte();
            var lang   = (Language)packet.ReadInt32();
            var guid   = packet.ReadUInt64();
            var unkInt = packet.ReadInt32();

            switch (type)
            {
            case ChatMessageType.Say:
            case ChatMessageType.Yell:
            case ChatMessageType.Party:
            case ChatMessageType.PartyLeader:
            case ChatMessageType.Raid:
            case ChatMessageType.RaidLeader:
            case ChatMessageType.RaidWarning:
            case ChatMessageType.Guild:
            case ChatMessageType.Officer:
            case ChatMessageType.Emote:
            case ChatMessageType.TextEmote:
            case ChatMessageType.Whisper:
            case ChatMessageType.WhisperInform:
            case ChatMessageType.System:
            case ChatMessageType.Channel:
            case ChatMessageType.Battleground:
            case ChatMessageType.BattlegroundNeutral:
            case ChatMessageType.BattlegroundAlliance:
            case ChatMessageType.BattlegroundHorde:
            case ChatMessageType.BattlegroundLeader:
            case ChatMessageType.Achievement:
            case ChatMessageType.GuildAchievement:
            {
                ChatChannel channel = new ChatChannel();
                channel.Type = type;

                if (type == ChatMessageType.Channel)
                {
                    channel.ChannelName = packet.ReadCString();
                }

                var sender = packet.ReadUInt64();

                ChatMessage message = new ChatMessage();
                var         textLen = packet.ReadInt32();
                message.Message  = packet.ReadCString();
                message.Language = lang;
                message.ChatTag  = (ChatTag)packet.ReadByte();
                message.Sender   = channel;

                //! If we know the name of the sender GUID, use it
                //! For system messages sender GUID is 0, don't need to do anything fancy
                string senderName = null;
                if (type == ChatMessageType.System ||
                    Game.World.PlayerNameLookup.TryGetValue(sender, out senderName))
                {
                    message.Sender.Sender = senderName;
                    Game.UI.PresentChatMessage(message);
                    return;
                }

                //! If not we place the message in the queue,
                //! .. either existent
                Queue <ChatMessage> messageQueue = null;
                if (Game.World.QueuedChatMessages.TryGetValue(sender, out messageQueue))
                {
                    messageQueue.Enqueue(message);
                }
                //! or non existent
                else
                {
                    messageQueue = new Queue <ChatMessage>();
                    messageQueue.Enqueue(message);
                    Game.World.QueuedChatMessages.Add(sender, messageQueue);
                }

                //! Furthermore we send CMSG_NAME_QUERY to the server to retrieve the name of the sender
                OutPacket response = new OutPacket(NetworkOperationCode.CMSG_NAME_QUERY);
                response.Write(sender);
                Game.SendPacket(response);

                //! Enqueued chat will be printed when we receive SMSG_NAME_QUERY_RESPONSE

                break;
            }

            default:
                return;
            }
        }
Beispiel #17
0
 protected void HandleChatPlayerNotFound(InPacket packet)
 {
     Game.UI.LogLine(String.Format("Player {0} not found!", packet.ReadCString()));
 }
Beispiel #18
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        protected void HandleNewWorld(InPacket packet)
        {
            Player.MapID = (int)packet.ReadUInt32();
            Player.X = packet.ReadSingle();
            Player.Y = packet.ReadSingle();
            Player.Z = packet.ReadSingle();
            Player.O = packet.ReadSingle();

            OutPacket result = new OutPacket(WorldCommand.MSG_MOVE_WORLDPORT_ACK);
            SendPacket(result);
        }
Beispiel #19
0
 void ReadMovementInfo(InPacket packet)
 {
     movementInfo = new MovementInfo(packet);
 }
Beispiel #20
0
        protected void HandleMoveTeleportAck(InPacket packet)
        {
            var packGuid = packet.ReadPackedGuid();
            packet.ReadUInt32();
            var movementFlags = packet.ReadUInt32();
            var extraMovementFlags = packet.ReadUInt16();
            var time = packet.ReadUInt32();
            Player.X = packet.ReadSingle();
            Player.Y = packet.ReadSingle();
            Player.Z = packet.ReadSingle();
            Player.O = packet.ReadSingle();

            CancelActionsByFlag(ActionFlag.Movement);

            OutPacket result = new OutPacket(WorldCommand.MSG_MOVE_TELEPORT_ACK);
            result.WritePacketGuid(Player.GUID);
            result.Write((UInt32)0);
            result.Write(time);
            SendPacket(result);
        }
Beispiel #21
0
            private void ReadValuesUpdateData(InPacket packet)
            {
                byte blockCount = packet.ReadByte();
                int[] updateMask = new int[blockCount];
                for (var i = 0; i < blockCount; i++)
                    updateMask[i] = packet.ReadInt32();
                var mask = new BitArray(updateMask);

                for (var i = 0; i < mask.Count; ++i)
                {
                    if (!mask[i])
                        continue;

                    updateFields[i] = packet.ReadUInt32();
                }
            }
Beispiel #22
0
        protected void HandleLogoutResponse(InPacket packet)
        {
            bool logoutOk = packet.ReadUInt32() == 0;
            bool instant = packet.ReadByte() != 0;

            if(instant || !logoutOk)
            {
                Connected = false;
                LoggedIn = false;
                Running = false;
            }
        }
Beispiel #23
0
 protected void HandleDestroyObject(InPacket packet)
 {
     ulong guid = packet.ReadUInt64();
     WorldObject worldObject;
     if (Objects.TryGetValue(guid, out worldObject))
     {
         worldObject.ResetPosition();
         Objects.Remove(guid);
     }
 }
Beispiel #24
0
 protected void HandleUpdateObject(InPacket packet)
 {
     updateObjectHandler.HandleUpdatePacket(packet);
 }
Beispiel #25
0
        protected void HandleAllAchievementData(InPacket packet)
        {
            CompletedAchievements.Clear();
            AchievementCriterias.Clear();

            for (;;)
            {
                uint achievementId = packet.ReadUInt32();
                if (achievementId == 0xFFFFFFFF)
                    break;

                packet.ReadPackedTime();

                CompletedAchievements.Add(achievementId);
            }

            for (;;)
            {
                uint criteriaId = packet.ReadUInt32();
                if (criteriaId == 0xFFFFFFFF)
                    break;
                ulong criteriaCounter = packet.ReadPackedGuid();
                packet.ReadPackedGuid();
                packet.ReadInt32();
                packet.ReadPackedTime();
                packet.ReadInt32();
                packet.ReadInt32();

                AchievementCriterias[criteriaId] = criteriaCounter;
            }
        }
Beispiel #26
0
 protected void HandleMove(InPacket packet)
 {
     updateObjectHandler.HandleMovementPacket(packet);
 }
Beispiel #27
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        protected void HandleCriteriaUpdate(InPacket packet)
        {
            uint criteriaId = packet.ReadUInt32();
            ulong criteriaCounter = packet.ReadPackedGuid();

            AchievementCriterias[criteriaId] = criteriaCounter;
        }
Beispiel #28
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 public void HandleMovementPacket(InPacket packet)
 {
     ResetData();
     updateType = ObjectUpdateType.UPDATETYPE_MOVEMENT;
     guid = packet.ReadPackedGuid();
     ReadMovementInfo(packet);
     HandleUpdateData();
 }
Beispiel #29
0
 protected void HandlePartyList(InPacket packet)
 {
     GroupType groupType = (GroupType)packet.ReadByte();
     packet.ReadByte();
     packet.ReadByte();
     packet.ReadByte();
     if (groupType.HasFlag(GroupType.GROUPTYPE_LFG))
     {
         packet.ReadByte();
         packet.ReadUInt32();
     }
     packet.ReadUInt64();
     packet.ReadUInt32();
     uint membersCount = packet.ReadUInt32();
     GroupMembersGuids.Clear();
     for (uint index = 0; index < membersCount; index++)
     {
         packet.ReadCString();
         UInt64 memberGuid = packet.ReadUInt64();
         GroupMembersGuids.Add(memberGuid);
         packet.ReadByte();
         packet.ReadByte();
         packet.ReadByte();
         packet.ReadByte();
     }
     GroupLeaderGuid = packet.ReadUInt64();
 }
Beispiel #30
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            void ReadMovementUpdateData(InPacket packet)
            {
                flags = (ObjectUpdateFlags)packet.ReadUInt16();
                if (flags.HasFlag(ObjectUpdateFlags.UPDATEFLAG_LIVING))
                {
                    ReadMovementInfo(packet);

                    movementSpeeds = new Dictionary<UnitMoveType,float>();
                    movementSpeeds[UnitMoveType.MOVE_WALK] = packet.ReadSingle();
                    movementSpeeds[UnitMoveType.MOVE_RUN] = packet.ReadSingle();
                    movementSpeeds[UnitMoveType.MOVE_RUN_BACK] = packet.ReadSingle();
                    movementSpeeds[UnitMoveType.MOVE_SWIM] = packet.ReadSingle();
                    movementSpeeds[UnitMoveType.MOVE_SWIM_BACK] = packet.ReadSingle();
                    movementSpeeds[UnitMoveType.MOVE_FLIGHT] = packet.ReadSingle();
                    movementSpeeds[UnitMoveType.MOVE_FLIGHT_BACK] = packet.ReadSingle();
                    movementSpeeds[UnitMoveType.MOVE_TURN_RATE] = packet.ReadSingle();
                    movementSpeeds[UnitMoveType.MOVE_PITCH_RATE] = packet.ReadSingle();

                    if (movementInfo.Flags.HasFlag(MovementFlags.MOVEMENTFLAG_SPLINE_ENABLED))
                    {
                        splineFlags = (SplineFlags)packet.ReadUInt32();
                        if (splineFlags.HasFlag(SplineFlags.Final_Angle))
                            splineFacingAngle = packet.ReadSingle();
                        else if (splineFlags.HasFlag(SplineFlags.Final_Target))
                            splineFacingTargetGuid = packet.ReadUInt64();
                        else if (splineFlags.HasFlag(SplineFlags.Final_Point))
                            splineFacingPointX = packet.ReadVector3();

                        splineTimePassed = packet.ReadInt32();
                        splineDuration = packet.ReadInt32();
                        splineId = packet.ReadUInt32();
                        packet.ReadSingle();
                        packet.ReadSingle();
                        splineVerticalAcceleration = packet.ReadSingle();
                        splineEffectStartTime = packet.ReadInt32();
                        uint splineCount = packet.ReadUInt32();
                        for (uint index = 0; index < splineCount; index++)
                            splinePoints.Add(packet.ReadVector3());
                        splineEvaluationMode = (SplineEvaluationMode)packet.ReadByte();
                        splineEndPoint = packet.ReadVector3();
                    }
                }
                else if (flags.HasFlag(ObjectUpdateFlags.UPDATEFLAG_POSITION))
                {
                    transportGuid = packet.ReadPackedGuid();
                    position = packet.ReadVector3();
                    transportOffset = packet.ReadVector3();
                    o = packet.ReadSingle();
                    corpseOrientation = packet.ReadSingle();
                }
                else if (flags.HasFlag(ObjectUpdateFlags.UPDATEFLAG_STATIONARY_POSITION))
                {
                    position = packet.ReadVector3();
                    o = packet.ReadSingle();
                }

                if (flags.HasFlag(ObjectUpdateFlags.UPDATEFLAG_UNKNOWN))
                    packet.ReadUInt32();

                if (flags.HasFlag(ObjectUpdateFlags.UPDATEFLAG_LOWGUID))
                    lowGuid = packet.ReadUInt32();

                if (flags.HasFlag(ObjectUpdateFlags.UPDATEFLAG_HAS_TARGET))
                    targetGuid = packet.ReadPackedGuid();

                if (flags.HasFlag(ObjectUpdateFlags.UPDATEFLAG_TRANSPORT))
                    transportTimer = packet.ReadUInt32();

                if (flags.HasFlag(ObjectUpdateFlags.UPDATEFLAG_VEHICLE))
                {
                    vehicledID = packet.ReadUInt32();
                    vehicleOrientation = packet.ReadSingle();
                }

                if (flags.HasFlag(ObjectUpdateFlags.UPDATEFLAG_ROTATION))
                    goRotation = packet.ReadInt64();
            }
Beispiel #31
0
 protected void HandlePartyDisband(InPacket packet)
 {
     GroupLeaderGuid = 0;
     GroupMembersGuids.Clear();
 }
Beispiel #32
0
        void HandleMessageChat(InPacket packet)
        {
            var type = (ChatMessageType)packet.ReadByte();
            var lang = (Language)packet.ReadInt32();
            var guid = packet.ReadUInt64();
            var unkInt = packet.ReadInt32();

            switch (type)
            {
                case ChatMessageType.Say:
                case ChatMessageType.Yell:
                case ChatMessageType.Party:
                case ChatMessageType.PartyLeader:
                case ChatMessageType.Raid:
                case ChatMessageType.RaidLeader:
                case ChatMessageType.RaidWarning:
                case ChatMessageType.Guild:
                case ChatMessageType.Officer:
                case ChatMessageType.Emote:
                case ChatMessageType.TextEmote:
                case ChatMessageType.Whisper:
                case ChatMessageType.WhisperInform:
                case ChatMessageType.System:
                case ChatMessageType.Channel:
                case ChatMessageType.Battleground:
                case ChatMessageType.BattlegroundNeutral:
                case ChatMessageType.BattlegroundAlliance:
                case ChatMessageType.BattlegroundHorde:
                case ChatMessageType.BattlegroundLeader:
                case ChatMessageType.Achievement:
                case ChatMessageType.GuildAchievement:
                    {
                        ChatChannel channel = new ChatChannel();
                        channel.Type = type;

                        if (type == ChatMessageType.Channel)
                            channel.ChannelName = packet.ReadCString();

                        var sender = packet.ReadUInt64();

                        ChatMessage message = new ChatMessage();
                        var textLen = packet.ReadInt32();
                        message.Message = packet.ReadCString();
                        message.Language = lang;
                        message.ChatTag = (ChatTag)packet.ReadByte();
                        message.Sender = channel;

                        //! If we know the name of the sender GUID, use it
                        //! For system messages sender GUID is 0, don't need to do anything fancy
                        string senderName = null;
                        if (type == ChatMessageType.System ||
                            Game.World.PlayerNameLookup.TryGetValue(sender, out senderName))
                        {
                            message.Sender.Sender = senderName;
                            Game.UI.PresentChatMessage(message);
                            return;
                        }

                        //! If not we place the message in the queue,
                        //! .. either existent
                        Queue<ChatMessage> messageQueue = null;
                        if (Game.World.QueuedChatMessages.TryGetValue(sender, out messageQueue))
                            messageQueue.Enqueue(message);
                        //! or non existent
                        else
                        {
                            messageQueue = new Queue<ChatMessage>();
                            messageQueue.Enqueue(message);
                            Game.World.QueuedChatMessages.Add(sender, messageQueue);
                        }

                        //! Furthermore we send CMSG_NAME_QUERY to the server to retrieve the name of the sender
                        OutPacket response = new OutPacket(WorldCommand.CMSG_NAME_QUERY);
                        response.Write(sender);
                        Game.SendPacket(response);

                        //! Enqueued chat will be printed when we receive SMSG_NAME_QUERY_RESPONSE

                        break;
                    }
                default:
                    return;
            }
        }
Beispiel #33
0
        public MovementInfo(InPacket packet)
        {
            Flags = (MovementFlags)packet.ReadUInt32();
            Flags2 = (MovementFlags2)packet.ReadUInt16();
            Time = packet.ReadUInt32();
            Position = packet.ReadVector3();
            O = packet.ReadSingle();

            if (Flags.HasFlag(MovementFlags.MOVEMENTFLAG_ONTRANSPORT))
            {
                TransportGuid = packet.ReadPackedGuid();
                TransportPosition = packet.ReadVector3();
                TransportO = packet.ReadSingle();
                TransportTime = packet.ReadUInt32();
                TransportSeat = packet.ReadByte();
                if (Flags2.HasFlag(MovementFlags2.MOVEMENTFLAG2_INTERPOLATED_MOVEMENT))
                    TransportTime2 = packet.ReadUInt32();
            }

            if (Flags.HasFlag(MovementFlags.MOVEMENTFLAG_SWIMMING) || Flags.HasFlag(MovementFlags.MOVEMENTFLAG_FLYING)
                || Flags2.HasFlag(MovementFlags2.MOVEMENTFLAG2_ALWAYS_ALLOW_PITCHING))
                Pitch = packet.ReadSingle();

            FallTime = packet.ReadUInt32();

            if (Flags.HasFlag(MovementFlags.MOVEMENTFLAG_FALLING))
            {
                JumpZSpeed = packet.ReadSingle();
                JumpSinAngle = packet.ReadSingle();
                JumpCosAngle = packet.ReadSingle();
                JumpXYSpeed = packet.ReadSingle();
            }

            if (Flags.HasFlag(MovementFlags.MOVEMENTFLAG_SPLINE_ELEVATION))
                SplineElevation = packet.ReadSingle();
        }