void c_ClientInventoryLoadInfo(object sender, ClientInventoryLoadEvenArgs e) { Client c = (Client)sender; int inv = e.Inventory; switch (inv) { case 0: byte[] bufferSendEquips = PacketManager.SendBagItems(c.MyCharacter.GetAllEquips().Cast <BaseItem>().ToList(), inv); c.Send(bufferSendEquips); break; case 1: //byte[] bufferSendBag1 = PacketManager.SendTempBag1(); //c.Send(bufferSendBag1); var bagOne = itemDataManager.GetAllItemsInBag(1, c.MyCharacter.CharacterId); c.MyCharacter.Bags.Add(new Bag(bagOne)); if (c.MyCharacter.Bags[0].ItemCount > 0) { byte[] bufferSendBag1 = PacketManager.SendBagItems(c.MyCharacter.Bags[0].Items.Cast <BaseItem>().ToList(), inv); c.Send(bufferSendBag1); } break; case 2: var bagTwo = itemDataManager.GetAllItemsInBag(2, c.MyCharacter.CharacterId); c.MyCharacter.Bags.Add(new Bag(bagTwo)); if (c.MyCharacter.Bags[1].ItemCount > 0) { byte[] bufferSendBag2 = PacketManager.SendBagItems(c.MyCharacter.Bags[1].Items.Cast <BaseItem>().ToList(), inv); c.Send(bufferSendBag2); } break; case 3: break; } }
void c_ClientInventoryLoadInfo(object sender, ClientInventoryLoadEvenArgs e) { Client c = (Client)sender; int inv = e.Inventory; switch (inv) { case 0: byte[] bufferSendEquips = PacketManager.SendBagItems(c.MyCharacter.GetAllEquips().Cast<BaseItem>().ToList(), inv); c.Send(bufferSendEquips); break; case 1: //byte[] bufferSendBag1 = PacketManager.SendTempBag1(); //c.Send(bufferSendBag1); var bagOne = itemDataManager.GetAllItemsInBag(1, c.MyCharacter.CharacterId); c.MyCharacter.Bags.Add(new Bag(bagOne)); if (c.MyCharacter.Bags[0].ItemCount > 0) { byte[] bufferSendBag1 = PacketManager.SendBagItems(c.MyCharacter.Bags[0].Items.Cast<BaseItem>().ToList(), inv); c.Send(bufferSendBag1); } break; case 2: var bagTwo = itemDataManager.GetAllItemsInBag(2, c.MyCharacter.CharacterId); c.MyCharacter.Bags.Add(new Bag(bagTwo)); if (c.MyCharacter.Bags[1].ItemCount > 0) { byte[] bufferSendBag2 = PacketManager.SendBagItems(c.MyCharacter.Bags[1].Items.Cast<BaseItem>().ToList(), inv); c.Send(bufferSendBag2); } break; case 3: break; } }