public void SendPartyIgnore(int index, string characterName, byte reason) { BgoProtocolWriter buffer = NewMessage(); buffer.Write((ushort)Reply.PartyIgnore); buffer.Write(characterName); buffer.Write(reason); SendMessageToUser(index, buffer); }
public void SendPartyInvite(int index, uint partyId, uint leaderId, string characterName) { BgoProtocolWriter buffer = NewMessage(); buffer.Write((ushort)Reply.PartyInvite); buffer.Write(partyId); buffer.Write(leaderId); buffer.Write(characterName); SendMessageToUser(index, buffer); }
public override void Write(BgoProtocolWriter w) { base.Write(w); w.Write(Key); w.Write(Level); w.Write(GUIAtlasTexturePath); w.Write(FrameIndex); w.Write(GUIIcon); w.Write(GUIAvatarSlotTexturePath); w.Write(GUITexturePath); w.Write(Args); }
public void SendChatSessionId(int index) { BgoProtocolWriter buffer = NewMessage(); buffer.Write((ushort)Reply.ChatSessionId); buffer.Write(index.ToString()); buffer.Write(Server.ChatProjectID); buffer.Write("en"); buffer.Write("127.0.0.1"); SendMessageToUser(index, buffer); }
public override void Write(BgoProtocolWriter w) { base.Write(w); w.Write(ShipObjectKey); w.Write(Tier); int num = ShipRoles.Length; w.Write((ushort)num); for (int i = 0; i < num; i++) { w.Write((byte)ShipRoles[i]); } w.Write((byte)ShipRoleDeprecated); }
public void Write(BgoProtocolWriter pw) { pw.Write((byte)gear); pw.Write(speed); pw.Write(acceleration); pw.Write(inertiaCompensation); pw.Write(pitchAcceleration); pw.Write(pitchMaxSpeed); pw.Write(yawAcceleration); pw.Write(yawMaxSpeed); pw.Write(rollAcceleration); pw.Write(rollMaxSpeed); pw.Write(strafeAcceleration); pw.Write(strafeMaxSpeed); }
public override void Write(BgoProtocolWriter w) { base.Write(w); w.Write((byte)Category); w.Write((byte)ItemType); w.Write(Tier); w.Write((byte)Faction); w.Write((ushort)SortingNames.Length); foreach (string str in SortingNames) { w.Write(str); } w.Write((ushort)SortingWeight); BuyPrice.Write(w); UpgradePrice.Write(w); SellPrice.Write(w); w.Write(CanBeSold); }
public override void Write(BgoProtocolWriter w) { base.Write(w); w.Write(Experience); // Since the list isn't added yet, we just send an empty list. w.Write((ushort)0); w.Write((byte)Action); w.Write(PackagedCubits); w.Write(Package); w.Write(ItemGroup); // The game also wants items based on your faction. Since we don't have that, also send an // empty list. w.Write((ushort)0); // Colonial w.Write((ushort)0); // Cylon }
public override void Write(BgoProtocolWriter w) { base.Write(w); w.Write(PrefabName); w.Write((byte)LODCount); w.Write(Radius); w.Write((ushort)Spots.Length); foreach (SpotDesc spot in Spots) { spot.Write(w); } w.Write(SystemMapTexture); w.Write(FrameIndex); w.Write(SecondaryFrameIndex); w.Write(Targetable); w.Write(ShowBracketWhenInRange); w.Write(ForceShowOnMap); }
public override void Write(BgoProtocolWriter w) { base.Write(w); w.Write(ConsumableType); w.Write(Tier); ItemBuffMultiply.Write(w); ItemBuffAdd.Write(w); w.Write((byte)Action); w.Write(IsAugment); w.Write(AutoConsume); w.Write(Trashable); w.Write(buyCount); w.Write(sortingAttributes.Length); foreach (ConsumableAttribute atr in sortingAttributes) { w.Write(atr.Attribute); } w.Write((byte)effectType); }
public void SendParty(int index, uint partyId, uint leaderId, uint[] memberIds) { BgoProtocolWriter buffer = NewMessage(); buffer.Write((ushort)Reply.Party); buffer.Write(partyId); buffer.Write(leaderId); buffer.Write((ushort)memberIds.Length); foreach (uint memberId in memberIds) { buffer.Write(memberId); } buffer.Write((ushort)0); //temp SendMessageToUser(index, buffer); }
public virtual void Write(BgoProtocolWriter w) { w.Write(CardGUID); w.Write((ushort)CardView); }
//Since we don't have any stickers, let's just send empty lists public override void Write(BgoProtocolWriter w) { base.Write(w); w.Write((ushort)0); w.Write((ushort)0); }