public Inventory(Mooege.Core.GS.Player.Player owner) { this._owner = owner; this.Items = new Dictionary<uint, Item>(); this._equipment = new Equipment(owner); this._inventoryStash = new Stash(owner, 6, 10); }
public Inventory(Mooege.Core.GS.Player.Player owner) { this._owner = owner; this.Items = new Dictionary<uint, Item>(); this._equipment = new uint[16]; this._backpack = new uint[6, 10]; this._goldItem = null; }
private uint[] _equipment; // array of equiped items_id (not item) public Equipment(Player owner){ this._equipment = new uint[16]; this._inventoryGold = null; this._owner = owner; }
public Stash(Player owner, int rows, int columns) { this._backpack = new uint[rows, columns]; this._owner = owner; }
public void OnNewPlayer(GameClient client, JoinBNetGameMessage message) { client.BnetClient = GameManager.AvailableGames[(ulong)message.GameId].Clients.FirstOrDefault(); if (client.BnetClient == null) { Logger.Warn("Couldn't find bnet client for joined client/player!"); return; } client.BnetClient.InGameClient = client; client.SendMessageNow(new VersionsMessage(message.SNOPackHash)); client.SendMessage(new ConnectionEstablishedMessage { Field0 = 0x00000000, Field1 = 0x4BB91A16, SNOPackHash = message.SNOPackHash, }); client.SendMessage(new GameSetupMessage { Field0 = 0x00000077, }); client.SendMessage(new SavePointInfoMessage { snoLevelArea = -1, }); client.SendMessage(new HearthPortalInfoMessage { snoLevelArea = -1, Field1 = -1, }); // transition player to act so client can load act related data? /raist client.SendMessage(new ActTransitionMessage { Field0 = 0x00000000, Field1 = true, }); var player = new Mooege.Core.GS.Player.Player(this.Game.StartWorld, client, client.BnetClient.CurrentToon); client.Player = player; }