Esempio n. 1
0
        public override void Process()
        {
            S_SELECT_USER sSelectUser = new S_SELECT_USER();

            sSelectUser.Send(this.Connection);

            S_UPDATE_CONTENTS_ON_OFF sUpdateContentsOnOff1 = new S_UPDATE_CONTENTS_ON_OFF(2);

            sUpdateContentsOnOff1.Send(this.Connection);

            S_UPDATE_CONTENTS_ON_OFF sUpdateContentsOnOff2 = new S_UPDATE_CONTENTS_ON_OFF(3);

            sUpdateContentsOnOff2.Send(this.Connection);

            S_UPDATE_CONTENTS_ON_OFF sUpdateContentsOnOff3 = new S_UPDATE_CONTENTS_ON_OFF(4);

            sUpdateContentsOnOff3.Send(this.Connection);

            S_UPDATE_CONTENTS_ON_OFF sUpdateContentsOnOff4 = new S_UPDATE_CONTENTS_ON_OFF(8);

            sUpdateContentsOnOff4.Send(this.Connection);

            S_UPDATE_CONTENTS_ON_OFF sUpdateContentsOnOff5 = new S_UPDATE_CONTENTS_ON_OFF(9);

            sUpdateContentsOnOff5.Send(this.Connection);

            S_BROCAST_GUILD_FLAG sBrocastGuildFlag = new S_BROCAST_GUILD_FLAG();

            sBrocastGuildFlag.Send(this.Connection);

            if (this.Connection.player.GM == 1)
            {
                S_QA_SET_ADMIN_LEVEL sQaSetAdminLevel = new S_QA_SET_ADMIN_LEVEL();
                sQaSetAdminLevel.Send(this.Connection);
            }

            S_LOGIN sLogin = new S_LOGIN(this.Connection.player);

            sLogin.Send(this.Connection);

            S_SHOW_NPC_TO_MAP sShowNpcToMap = new S_SHOW_NPC_TO_MAP();

            sShowNpcToMap.Send(this.Connection);

            S_PLAYER_STAT_UPDATE sPlayerStatUpdate = new S_PLAYER_STAT_UPDATE(this.Connection.player);

            sPlayerStatUpdate.Send(this.Connection);

            S_INVEN sInven = new S_INVEN(this.Connection.player);

            sInven.Send(this.Connection);

            S_AVAILABLE_SOCIAL_LIST sAvailableSocialList = new S_AVAILABLE_SOCIAL_LIST();

            sAvailableSocialList.Send(this.Connection);

            S_CLEAR_QUEST_INFO sClearQuestInfo = new S_CLEAR_QUEST_INFO();

            sClearQuestInfo.Send(this.Connection);

            S_DAILY_QUEST_COMPLETE_COUNT sDailyQuestCompleteCount = new S_DAILY_QUEST_COMPLETE_COUNT();

            sDailyQuestCompleteCount.Send(this.Connection);

            S_COMPLETED_MISSION_INFO sCompletedMissionInfo = new S_COMPLETED_MISSION_INFO();

            sCompletedMissionInfo.Send(this.Connection);

            S_ARTISAN_SKILL_LIST sArtisanSkillList = new S_ARTISAN_SKILL_LIST();

            sArtisanSkillList.Send(this.Connection);

            S_ARTISAN_RECIPE_LIST sArtisanRecipeList = new S_ARTISAN_RECIPE_LIST();

            sArtisanRecipeList.Send(this.Connection);

            S_PET_INCUBATOR_INFO_CHANGE sPetIncubatorInfoChange = new S_PET_INCUBATOR_INFO_CHANGE();

            sPetIncubatorInfoChange.Send(this.Connection);

            S_MOVE_DISTANCE_DELTA sMoveDistanceDelta = new S_MOVE_DISTANCE_DELTA();

            sMoveDistanceDelta.Send(this.Connection);

            S_MY_DESCRIPTION sMyDescription = new S_MY_DESCRIPTION();

            sMyDescription.Send(this.Connection);

            S_F2P_PremiumUser_Permission sF2PPremiumUserPermission = new S_F2P_PremiumUser_Permission();

            sF2PPremiumUserPermission.Send(this.Connection);

            S_HUDDLE_ADDING sHuddleAdding = new S_HUDDLE_ADDING();

            sHuddleAdding.Send(this.Connection);

            S_MASSTIGE_STATUS sMasstigeStatus = new S_MASSTIGE_STATUS();

            sMasstigeStatus.Send(this.Connection);

            S_AVAILABLE_EVENT_MATCHING_LIST sAvailableEventMatchingList = new S_AVAILABLE_EVENT_MATCHING_LIST();

            sAvailableEventMatchingList.Send(this.Connection);

            S_CURRENT_ELECTION_STATE sCurrentElectionState = new S_CURRENT_ELECTION_STATE();

            sCurrentElectionState.Send(this.Connection);

            S_USER_ITEM_EQUIP_CHANGER sUserItemEquipChanger = new S_USER_ITEM_EQUIP_CHANGER(this.Connection.player.playerId);

            sUserItemEquipChanger.Send(this.Connection);

            S_FESTIVAL_LIST sFestivalList = new S_FESTIVAL_LIST();

            sFestivalList.Send(this.Connection);

            S_LOAD_TOPO sLoadTopo = new S_LOAD_TOPO(this.Connection.player);

            sLoadTopo.Send(this.Connection);

            S_LOAD_HINT sLoadHint = new S_LOAD_HINT();

            sLoadHint.Send(this.Connection);

            S_ACCOUNT_BENEFIT_LIST sAccountBenefitList = new S_ACCOUNT_BENEFIT_LIST(this.Connection.Account);

            sAccountBenefitList.Send(this.Connection);

            S_SEND_USER_PLAY_TIME sSendUserPlayTime = new S_SEND_USER_PLAY_TIME();

            sSendUserPlayTime.Send(this.Connection);

            S_UPDATE_NPCGUILD sUpdateNpcguild = new S_UPDATE_NPCGUILD(this.Connection.player);

            sUpdateNpcguild.Send(this.Connection);

            S_COMPLETED_MISSION_INFO sCompletedMissionInfo2 = new S_COMPLETED_MISSION_INFO();

            sCompletedMissionInfo2.Send(this.Connection);

            S_FATIGABILITY_POINT sFatigabilityPoint = new S_FATIGABILITY_POINT();

            sFatigabilityPoint.Send(this.Connection);

            S_LOAD_EP_INFO sLoadEpInfo = new S_LOAD_EP_INFO();

            sLoadEpInfo.Send(this.Connection);
        }
Esempio n. 2
0
        public override void Process()
        {
            S_ONGOING_LEVEL_EVENT_LIST sOngoingLevelEventList = new S_ONGOING_LEVEL_EVENT_LIST();

            sOngoingLevelEventList.Send(this.Connection);

            S_ONGOING_HUNTING_EVENT_LIST sOngoingHuntingEventList = new S_ONGOING_HUNTING_EVENT_LIST();

            sOngoingHuntingEventList.Send(this.Connection);

            S_VISITED_SECTION_LIST sVisitedSectionList = new S_VISITED_SECTION_LIST();

            sVisitedSectionList.Send(this.Connection);

            S_REQUEST_INVITE_GUILD_TAG sRequestInviteGuildTag = new S_REQUEST_INVITE_GUILD_TAG();

            sRequestInviteGuildTag.Send(this.Connection);

            S_UPDATE_FRIEND_INFO sUpdateFriendInfo = new S_UPDATE_FRIEND_INFO();

            sUpdateFriendInfo.Send(this.Connection);

            S_LOAD_CLIENT_ACCOUNT_SETTING sLoadClientAccountSetting = new S_LOAD_CLIENT_ACCOUNT_SETTING(this.Connection.Account);

            sLoadClientAccountSetting.Send(this.Connection);

            S_LOAD_CLIENT_USER_SETTING sLoadClientUserSetting = new S_LOAD_CLIENT_USER_SETTING(this.Connection.player);

            sLoadClientUserSetting.Send(this.Connection);

            S_EP_SYSTEM_DAILY_EVENT_EXP_ON_OFF sEpSystemDailyEventExpOnOff = new S_EP_SYSTEM_DAILY_EVENT_EXP_ON_OFF();

            sEpSystemDailyEventExpOnOff.Send(this.Connection);

            S_SPAWN_ME sSpawnMe = new S_SPAWN_ME(this.Connection.player);

            sSpawnMe.Send(this.Connection);

            S_ATTENDANCE_EVENT_REWARD_COUNT sAttendanceEventRewardCount = new S_ATTENDANCE_EVENT_REWARD_COUNT();

            sAttendanceEventRewardCount.Send(this.Connection);

            S_ACCOUNT_BENEFIT_LIST sAccountBenefitList = new S_ACCOUNT_BENEFIT_LIST(this.Connection.Account);

            sAccountBenefitList.Send(this.Connection);

            S_PLAYER_CHANGE_ALL_PROF sPlayerChangeAllProf = new S_PLAYER_CHANGE_ALL_PROF();

            sPlayerChangeAllProf.Send(this.Connection);

            S_PARCEL_READ_RECV_STATUS sParcelReadRecvStatus = new S_PARCEL_READ_RECV_STATUS();

            sParcelReadRecvStatus.Send(this.Connection);

            S_F2P_PremiumUser_Permission sF2PPremiumUserPermission = new S_F2P_PremiumUser_Permission();

            sF2PPremiumUserPermission.Send(this.Connection);

            S_USER_STATUS sUserStatus = new S_USER_STATUS(this.Connection.player);

            sUserStatus.Send(this.Connection);

            S_LOAD_ACHIEVEMENT_LIST sLoadAchievementList = new S_LOAD_ACHIEVEMENT_LIST(this.Connection.player);

            sLoadAchievementList.Send(this.Connection);

            S_UPDATE_ACHIEVEMENT_PROGRESS sUpdateAchievementProgress = new S_UPDATE_ACHIEVEMENT_PROGRESS(this.Connection.player);

            sUpdateAchievementProgress.Send(this.Connection);

            if (this.Connection.player.GM == 1)
            {
                S_ADMIN_GM_SKILL sAdminGmSkill = new S_ADMIN_GM_SKILL(0, 0);
                sAdminGmSkill.Send(this.Connection);

                S_CHANGE_RELATION sChangeRelation = new S_CHANGE_RELATION(this.Connection.player, 26);
                sChangeRelation.Send(this.Connection);
            }
        }