/// <summary>
        /// Handles the initial packet sent by the server
        /// </summary>
        static public void Handle_SC_VehicleDeath(SC_VehicleDeath pkt, Client client)
        {
            GameClient c = ((client as Client <GameClient>)._obj);

            Player killer = c._arena._players[(ushort)pkt.killerID];
            Player victim = c._arena._players[(ushort)pkt.playerID];

            c._wGame.updateDeath(killer._alias, victim._alias, pkt.type);
        }
Example #2
0
        /// <summary>
        /// Creates a new packet based on the typeID and the received content
        /// inside the buffer. The user has to create an own implementation
        /// of this interface.
        /// </summary>
        public PacketBase createPacket(NetworkClient client, ushort typeID, byte[] buffer, int offset, int size)
        {       //Ready our packet base
            PacketBase packet = null;

            size--;

            //Was it a system packet?
            if (buffer[offset++] == 0)
            {
                //Yes, find the appropriate type
                return(createSystemPacket(typeID, buffer, offset, size));
            }

            //So what was the typeid?
            switch (typeID)
            {
            case SC_Login.TypeID:
                packet = new SC_Login(typeID, buffer, offset, size);
                break;

            case SC_PatchInfo.TypeID:
                packet = new SC_PatchInfo(typeID, buffer, offset, size);
                break;

            case SC_AssetInfo.TypeID:
                packet = new SC_AssetInfo(typeID, buffer, offset, size);
                break;

            case SC_ChangeTeam.TypeID:
                packet = new SC_ChangeTeam(typeID, buffer, offset, size);
                break;

            case SC_SetIngame.TypeID:
                packet = new SC_SetIngame(typeID, buffer, offset, size);
                break;

            case SC_PlayerWarp.TypeID:
                packet = new SC_PlayerWarp(typeID, buffer, offset, size);
                break;

            case SC_Chat.TypeID:
                packet = new SC_Chat(typeID, buffer, offset, size);
                break;

            case SC_VehicleDeath.TypeID:
                packet = new SC_VehicleDeath(typeID, buffer, offset, size);
                break;

            case SC_PlayerEnter.TypeID:
                packet = new SC_PlayerEnter(typeID, buffer, offset, size);
                break;

            case SC_PlayerLeave.TypeID:
                packet = new SC_PlayerLeave(typeID, buffer, offset, size);
                break;

            case SC_ArenaList.TypeID:
                packet = new SC_ArenaList(typeID, buffer, offset, size);
                break;


            default:
                //An undefined packet.
                packet = new PacketDummy(typeID, buffer, offset, size);
                break;
            }

            return(packet);
        }