void c_ClientSendPlayerIDInfo(object sender, ClientSendPlayerIDEventArgs e)
        {
            Client           c  = (Client)sender;
            SpawnRequestInfo sr = e.Info;

            byte[] bufferSendPlayerID = PacketManager.SendPlayerID(sr.CharacterID);
            c.Send(bufferSendPlayerID);
        }
Exemple #2
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        private void HandleRecvSendPlayerIDRequest(Packet parsed)
        {
            SpawnRequestInfo sr = PacketManager.RecvPlayerIDRequest(parsed);

            if (ClientSendPlayerIDInfo != null)
            {
                ClientSendPlayerIDInfo(this, new ClientSendPlayerIDEventArgs(sr));
            }
        }
Exemple #3
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        private void HandleRecvRequestStats(Packet parsed)
        {
            SpawnRequestInfo sr = PacketManager.RecvSpawnOtherPlayerRequest(parsed);

            if (ClientRequestStatsLoadInfo != null)
            {
                ClientRequestStatsLoadInfo(this, new ClientRequestStatsLoadInfo(sr));
            }
        }
Exemple #4
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        private void HandleRecvSpawnOtherPlayerRequest(Packet parsed)
        {
            SpawnRequestInfo sr = PacketManager.RecvSpawnPlayer(parsed);

            if (ClientSpawnOtherPlayerInfo != null)
            {
                ClientSpawnOtherPlayerInfo(this, new ClientSpawnOtherPlayerEventArgs(sr));
            }
        }
Exemple #5
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        private void HandleRecvSpawnRequest(Packet parsed)
        {
            SpawnRequestInfo sr = PacketManager.RecvSpawnRequest(parsed);

            if (ClientSpawnLoadInfo != null)
            {
                ClientSpawnLoadInfo(this, new ClientSpawnLoadEventArgs(sr));
            }
        }
        void c_ClientRequestStatsLoadInfo(object sender, ClientRequestStatsLoadInfo e)
        {
            Client           c  = (Client)sender;
            SpawnRequestInfo sr = e.Info;

            Character ch = characterManager.GetCharacterByCharacterId(sr.CharacterID);

            byte[] bufferSendStats = PacketManager.SendStats(c.MyCharacter);
            c.Send(bufferSendStats);

            byte[] bufferSendOtherPlayer2 = PacketManager.SendSpawnPlayerSomething2();
            c.Send(bufferSendOtherPlayer2);
        }
        void c_ClientSpawnOtherPlayerInfo(object sender, ClientSpawnOtherPlayerEventArgs e)
        {
            Client           c  = (Client)sender;
            SpawnRequestInfo sr = e.Info;

            Character ch          = characterManager.GetCharacterByCharacterId(sr.CharacterID);
            Client    OtherClient = GetClientByCharacterID(ch.CharacterId);

            byte[] bufferSendOtherPlayers = PacketManager.SendSpawnPlayers(ch);
            c.Send(bufferSendOtherPlayers);

            byte[] bufferSendOtherPlayers2 = PacketManager.SendSpawnPlayers(c.MyCharacter);
            OtherClient.Send(bufferSendOtherPlayers2);
        }
        void c_ClientSpawnLoadInfo(object sender, ClientSpawnLoadEventArgs e)
        {
            Client           c  = (Client)sender;
            SpawnRequestInfo sr = e.Info;

            Client[]  nearbyClients  = GetNearByClients(c);
            MapItem[] nearbyMapItems = mapEngine.GetNearbyMapItems(c.MyCharacter.X, c.MyCharacter.Y);

            byte[] bufferSendShowMap = PacketManager.SendShowMap();
            c.Send(bufferSendShowMap);

            byte[] bufferSendSpawn10 = PacketManager.SendSpawn10(c.MyCharacter);
            // c.Send(bufferSendSpawn10);
            SendSpecific(nearbyClients, bufferSendSpawn10);

            for (int i = 0; i < nearbyClients.Length; i++)
            {
                if (nearbyClients[i].MyCharacter.CharacterId != c.MyCharacter.CharacterId)
                {
                    byte[] bufferSendMeToThem = PacketManager.SendSpawnPlayers(c.MyCharacter);
                    nearbyClients[i].Send(bufferSendMeToThem);

                    byte[] bufferSendPlayers = PacketManager.SendSpawnPlayers(nearbyClients[i].MyCharacter);
                    c.Send(bufferSendPlayers);
                }
            }

            for (int i = 0; i < nearbyMapItems.Length; i++)
            {
                byte[] bufferSendMapItems = PacketManager.SendItemOnGround(nearbyMapItems[i]);
                c.Send(bufferSendMapItems);
            }

            // this should send everything in range, players,monsters etc
            byte[] bufferSendSpawn12 = PacketManager.SendSpawn12(nearbyClients);
            c.Send(bufferSendSpawn12);

            Npc[] nearbyNpcs = mapEngine.GetNearbyNpcs(c.MyCharacter);

            byte[] bufferSendNpcList = PacketManager.SendSpawnNpc(nearbyNpcs.Cast <Npc>().ToList(), c.Map.MapID);
            c.Send(bufferSendNpcList);
        }
Exemple #9
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 public ClientRequestStatsLoadInfo(SpawnRequestInfo spawn)
 {
     this.sr = spawn;
 }
Exemple #10
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 public ClientSpawnOtherPlayerEventArgs(SpawnRequestInfo spawn)
 {
     this.sr = spawn;
 }
Exemple #11
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 public ClientSpawnLoadEventArgs(SpawnRequestInfo spawn)
 {
     this.sr = spawn;
 }
 public ClientSendPlayerIDEventArgs(SpawnRequestInfo spawn)
 {
     this.sr = spawn;
 }