Beispiel #1
0
        public void LoadDrop(ByteBuffer buff)
        {
            DroppedBy = buff.ReadUInt32();
            ID        = buff.ReadUInt32();
            ItemID    = buff.ReadUInt32();
            X         = buff.ReadInt32();
            Y         = buff.ReadInt32();
            Z         = buff.ReadInt32();
            if (CheckMobZ(DroppedBy))
            {
                HasValidZ = true;
            }

            Stackable = buff.ReadUInt32();
            lock (CountLock)
            {
                Count = buff.ReadUInt64();
            }
            HasMesh = Util.GetItemHasMesh(ItemID);
            if (HasMesh)
            {
                string tempitemname = Util.GetItemName(ItemID);
                if (tempitemname.Length < 3)
                {
                    HasMesh = false;
                    GameData.meshless_ignored += 1;
                }
            }



            //Globals.l2net_home.Add_Text("length" + length + " ID" + ID + " ItemID " + ItemID + " X " + X + " Y " + Y + " Z " + Z + " Stackable " + Stackable + " Count " + Count + " HasMesh " + HasMesh, Globals.Green, TextType.BOT);
        }
Beispiel #2
0
        public void Load(ByteBuffer buff)
        {
            ID        = buff.ReadUInt32();
            ItemID    = buff.ReadUInt32();
            X         = buff.ReadInt32();
            Y         = buff.ReadInt32();
            Z         = buff.ReadInt32();
            Stackable = buff.ReadUInt32();

            //this is an item that was dropped previously... need to check for the Z range in the pickup function
            HasValidZ = true;
            Loadedin  = true;

            lock (CountLock)
            {
                Count = buff.ReadUInt64();
            }

            HasMesh = Util.GetItemHasMesh(ItemID);
            if (HasMesh)
            {
                string tempitemname = Util.GetItemName(ItemID);
                if (tempitemname.Length < 3)
                {
                    HasMesh = false;
                    GameData.meshless_ignored += 1;
                }
            }



            //Globals.l2net_home.Add_Text(" ID" + ID + " ItemID " + ItemID + " X " + X + " Y " + Y + " Z " + Z + " Stackable " + Stackable + " Count " + Count + " HasMesh " + HasMesh, Globals.Green, TextType.BOT);
        }