void c_ClientSendPlayerIDInfo(object sender, ClientSendPlayerIDEventArgs e) { Client c = (Client)sender; SpawnRequestInfo sr = e.Info; byte[] bufferSendPlayerID = PacketManager.SendPlayerID(sr.CharacterID); c.Send(bufferSendPlayerID); }
private void HandleRecvSendPlayerIDRequest(Packet parsed) { SpawnRequestInfo sr = PacketManager.RecvPlayerIDRequest(parsed); if (ClientSendPlayerIDInfo != null) { ClientSendPlayerIDInfo(this, new ClientSendPlayerIDEventArgs(sr)); } }
private void HandleRecvRequestStats(Packet parsed) { SpawnRequestInfo sr = PacketManager.RecvSpawnOtherPlayerRequest(parsed); if (ClientRequestStatsLoadInfo != null) { ClientRequestStatsLoadInfo(this, new ClientRequestStatsLoadInfo(sr)); } }
private void HandleRecvSpawnOtherPlayerRequest(Packet parsed) { SpawnRequestInfo sr = PacketManager.RecvSpawnPlayer(parsed); if (ClientSpawnOtherPlayerInfo != null) { ClientSpawnOtherPlayerInfo(this, new ClientSpawnOtherPlayerEventArgs(sr)); } }
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); }
public ClientRequestStatsLoadInfo(SpawnRequestInfo spawn) { this.sr = spawn; }
public ClientSpawnOtherPlayerEventArgs(SpawnRequestInfo spawn) { this.sr = spawn; }
public ClientSpawnLoadEventArgs(SpawnRequestInfo spawn) { this.sr = spawn; }
public ClientSendPlayerIDEventArgs(SpawnRequestInfo spawn) { this.sr = spawn; }