public void SendQuestState(Quest Quest, QuestCompletion State) { PacketOut Out = new PacketOut((byte)Opcodes.F_QUEST_LIST_UPDATE); Out.WriteUInt16(Quest.Entry); if (State == QuestCompletion.QUESTCOMPLETION_ABANDONED || State == QuestCompletion.QUESTCOMPLETION_DONE) { Out.WriteByte(0); } else { Out.WriteByte(1); } Out.WriteByte((byte)(State == QuestCompletion.QUESTCOMPLETION_DONE ? 1 : 0)); Out.WriteUInt32(0x0000FFFF); Out.WritePascalString(Quest.Name); Out.WriteByte(0); GetPlayer().SendPacket(Out); }
public void SendQuestState(Quest Quest,QuestCompletion State) { PacketOut Out = new PacketOut((byte)Opcodes.F_QUEST_LIST_UPDATE); Out.WriteUInt16(Quest.Entry); if (State == QuestCompletion.QUESTCOMPLETION_ABANDONED || State == QuestCompletion.QUESTCOMPLETION_DONE) Out.WriteByte(0); else Out.WriteByte(1); Out.WriteByte((byte)(State == QuestCompletion.QUESTCOMPLETION_DONE ? 1 : 0)); Out.WriteUInt32(0x0000FFFF); Out.WritePascalString(Quest.Name); Out.WriteByte(0); GetPlayer().SendPacket(Out); }
// Extension methods public static bool TryCalculateTournamentPoints(this BattleSetup setup, QuestCompletion completion, out int points) { points = default; return(default);