public AS_CS_CHAR_ATTACK_NPC( Int32 _skillTableIdx, Int32 _skillLevel, Int32 _actionTableIdx, Int32 _chargeStep, bool _casting, bool _ready, int _slot, Int32[] _npcIdx, UInt32[] _charIdx, Vector3 _target, Vector3 _dir, Int32 _npcCnt, Int32 _charCnt, body2_AS_CS_CHAR_ATTACK_NPC[] _npcIndices, body3_AS_CS_CHAR_ATTACK_NPC[] _charIndices) { Category = (byte)PACKET_CATEGORY._CATEGORY_CS; Protocol = (byte)PROTOCOL_CS.CS_CHAR_SKILL; nSkillTableIdx = _skillTableIdx; nSkillLevel = _skillLevel; nActionTableIdx = _actionTableIdx; nChargeStep = _chargeStep; bCasting = _casting; bReady = _ready; nSlot = _slot; nNpcIdx = _npcIdx; nCharUniqKey = _charIdx; sTargeting = _target; sDirection = _dir; nNpcCnt = _npcCnt; nCharCnt = _charCnt; nNpcIndices = _npcIndices; nCharIndices = _charIndices; }
public Msg_ForcedMovementSearch( int _senderId, int _index, ref body2_AS_CS_CHAR_ATTACK_NPC _target) { m_MessageType = eMessageType.FORCED_MOVEMENT_SEARCH; sender_ = eSender.Npc; senderNpcId_ = _senderId; index_ = _index; target_ = _target; }