ActionState() public static méthode

public static ActionState ( byte b1, byte b2 ) : byte[]
b1 byte
b2 byte
Résultat byte[]
Exemple #1
0
 void Player_Pickup_CallBack(object e)
 {
     if (Timer.Pickup != null)
     {
         client.Send(Packet.ActionState(1, 1));
         Player_PickUp();
     }
 }
Exemple #2
0
 public void StopAttackTimer()
 {
     try
     {
         if (Timer.Attack != null)
         {
             client.Send(Packet.ActionState(2, 0));
             Timer.Attack.Dispose();
             Character.Action.nAttack = false;
             Character.Action.Object  = null;
         }
         Timer.Attack = null;
     }
     catch (Exception ex)
     {
         //Console.WriteLine("Error::StopAttackTimer({0})", Character.Information.Name);
         Systems.Debugger.Write(ex);
     }
 }
Exemple #3
0
        void ActionMain()
        {
            try
            {
                if (Character.State.Die || Character.Information.Scroll || Character.Action.Cast)
                {
                    return;
                }

                //Create new packet reader
                PacketReader Reader = new PacketReader(PacketInformation.buffer);
                //Read main action type
                byte type = Reader.Byte();
                //If attack action byte is not equal to 2
                if (type != 2)
                {
                    //Read player action byte
                    byte PlayerAction = Reader.Byte();
                    //Create switch on player actions
                    switch (PlayerAction)
                    {
                    //Normal attacking
                    case 1:
                        //If character is allready using normal attack
                        if (Character.Action.nAttack)
                        {
                            //Return
                            return;
                        }
                        //If the character is riding a horse
                        if (Character.Transport.Right)
                        {
                            //Return, because character cannot attack while riding a horse.
                            return;
                        }
                        //If the character is picking up a item
                        if (Character.Action.PickUping)
                        {
                            //Stop pick up timer
                            StopPickUpTimer();
                        }
                        //Skip non needed byte
                        Reader.Skip(1);
                        //Read integer target id (DWORD).
                        int TargetID = Reader.Int32();
                        //Close packet reader
                        Reader.Close();
                        //Set target id for usage later in attacking.
                        Character.Action.Object = GetObjects(TargetID);
                        //Set bool normal attack to true
                        Character.Action.nAttack = true;
                        //Set character target id
                        Character.Action.Target = TargetID;
                        //Start attacking
                        StartAttackTimer(1425);
                        break;

                    case 2:    //pickup
                        if (Character.Action.nAttack)
                        {
                            return;
                        }
                        if (Character.Action.sAttack)
                        {
                            return;
                        }
                        if (Character.Action.sCasting)
                        {
                            return;
                        }
                        if (Character.Action.PickUping)
                        {
                            return;
                        }

                        Reader.Byte();
                        int id2 = Reader.Int32();
                        Reader.Close();

                        Character.Action.Target    = id2;
                        Character.Action.PickUping = true;
                        StartPickupTimer(600);
                        break;

                    case 3:    //trace
                        if (Character.Action.sAttack)
                        {
                            return;
                        }
                        if (Character.Action.sCasting)
                        {
                            return;
                        }
                        if (Character.State.Sitting)
                        {
                            return;
                        }
                        if (Character.Stall.Stallactive)
                        {
                            return;
                        }

                        Reader.Byte();
                        int id3 = Reader.Int32();
                        Character.Action.Target = id3;
                        Reader.Close();
                        client.Send(Packet.ActionState(1, 1));
                        Character.Action.PickUping = false;
                        Player_Trace(id3);
                        break;

                    case 4:    //use skill
                        Character.Action.UsingSkillID = Reader.Int32();
                        SkillMain(Reader.Byte(), Reader);
                        break;

                    case 5:
                        int  id4     = Reader.Int32();
                        byte b_index = SkillGetBuffIndex(id4);
                        SkillBuffEnd(b_index);
                        break;

                    default:
                        Console.WriteLine("ActionMain case: " + Reader.Byte());
                        break;
                    }
                }

                else
                {
                    StopAttackTimer();
                }
            }
            catch (Exception ex)
            {
                Systems.Debugger.Write(ex);
            }
        }