public static void serialize(Utils.Objects.Packet sender, int accountId)
 {
     sender.WriteInt(accountId);
     sender.WriteBool(false); // tutorial available
     sender.WriteShort(8191); // breeds visible
     sender.WriteShort(2047); // breeds available
 }
Esempio n. 2
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 public static void serialize(Utils.Objects.Packet sender, string login, string hashedPasswd, bool autoConnect)
 {
     Version.serialize(sender);
     sender.WriteUTF(login);
     sender.WriteUTF(hashedPasswd);
     sender.WriteBool(autoConnect);
 }
Esempio n. 3
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        public void serialize(Utils.Objects.Packet sender)
        {
            // MINIMAL INFO
            sender.WriteInt(Member.Guid);
            sender.WriteByte((byte)Member.Level);
            sender.WriteUTF(Member.Name);

            // LOOK
            sender.WriteShort(1); // bones ID

            sender.WriteShort(1); // nSkins
            sender.WriteShort((short)((int)Member.Classe * 10 + (int)Member.Sexe));

            sender.WriteShort((short)5);
            for (int i = 0; i < 5; ++i)
                sender.WriteInt(Member.Colors[i] | (i + 1) * 0x1000000);

            sender.WriteShort(1); // nScales
            sender.WriteShort((short)140);

            sender.WriteShort(0); // nSubEntities

            // PARTY
            sender.WriteInt(Member.Characteristics.lifePoints);
            sender.WriteInt(Member.Characteristics.maxLifePoints);
            sender.WriteShort((short)Member.Characteristics.prospecting.Total);
            sender.WriteByte(0); // regenRate
            sender.WriteShort((short)Member.Characteristics.initiative.Total);
            sender.WriteBool(false); // pvp enabled
            sender.WriteByte(0); // alignment side
        }
 public static void serialize(Utils.Objects.Packet sender, string ticket, string senderIp)
 {
     sender.WriteShort( (short)GlobalConfig.Network.Game.Guid );
     sender.WriteUTF(senderIp == "127.0.0.1" ? "127.0.0.1" : GlobalConfig.Network.IP);
     sender.WriteUShort( (ushort)GlobalConfig.Network.Game.Port );
     sender.WriteBool(true); // can create characters
     sender.WriteUTF(ticket);
 }
Esempio n. 5
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        public static void serialize(Utils.Objects.Packet sender, Global.Party party)
        {
            sender.WriteInt(party.Leader.Guid);

            sender.WriteShort((short)party.Members.Count);
            foreach (Global.Character member in party.Members)
                new Types.game.context.PartyMemberInformations(member).serialize(sender);

            sender.WriteBool(false); // restricted ??
        }
Esempio n. 6
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        public static void serialize(Utils.Objects.Packet sender, Global.Account acc)
        {
            sender.WriteShort(1); // nGameServers

            sender.WriteUShort((ushort)GlobalConfig.Network.Game.Guid);
            sender.WriteByte((byte)ServerState.ONLINE);
            sender.WriteByte(0); // completion
            sender.WriteBool(true); // selectable
            sender.WriteByte( (byte)acc.Characters.Count );
        }
        public static void serialize(Utils.Objects.Packet sender, List<Global.Character> characters)
        {
            // On classe la liste dans l'ordre décroissant de la dernière utilisation
            characters = characters.OrderByDescending(x => x.LastUse).ToList();

            sender.WriteBool(false); // hasStartupActions
            sender.WriteShort( (short)characters.Count );

            foreach (Global.Character each in characters)
            {
                new Types.game.character.CharacterBaseInformations(each).serialize(sender);
            }
        }
        public void serialize(Utils.Objects.Packet sender)
        {
            sender.WriteByte((byte)alignmentSide);
            sender.WriteByte((byte)alignmentValue);
            sender.WriteByte((byte)alignmentGrade);
            sender.WriteShort((short)dishonor);
            sender.WriteInt(characterPower);

            sender.WriteShort((short)honor);
            sender.WriteShort((short)honorGradeFloor);
            sender.WriteShort((short)honorNextGradeFloor);
            sender.WriteBool(pvpEnabled);
        }
Esempio n. 9
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        public void serialize(Utils.Objects.Packet sender)
        {
            // MINIMAL INFO
            sender.WriteInt((int)Member.Id);
            sender.WriteByte((byte)Member.Level);
            sender.WriteUTF(Member.Name);

            Member.Look.serialize(sender);

            // PARTY
            sender.WriteInt(Member.Characteristics.lifePoints);
            sender.WriteInt(Member.Characteristics.maxLifePoints);
            sender.WriteShort((short)Member.Characteristics.prospecting.Total);
            sender.WriteByte(0); // regenRate
            sender.WriteShort((short)Member.Characteristics.initiative.Total);
            sender.WriteBool(false); // pvp enabled
            sender.WriteByte(0); // alignment side
        }
Esempio n. 10
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 public static void serialize(Utils.Objects.Packet sender, string ticket)
 {
     sender.WriteBool(true);
     sender.WriteUTF(ticket);
 }
Esempio n. 11
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 public static void serialize(Utils.Objects.Packet sender)
 {
     sender.WriteBool(true);
     sender.WriteShort(0);
 }
Esempio n. 12
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 public static void serialize(Utils.Objects.Packet sender, string target, bool success)
 {
     sender.WriteBool(success);
     sender.WriteUTF(target);
 }
Esempio n. 13
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 public static void serialize(Utils.Objects.Packet sender, Channel target, bool enable)
 {
     sender.WriteByte((byte)target);
     sender.WriteBool(enable);
 }
Esempio n. 14
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        public void serializeAs_PartyJoinMessage(Utils.Objects.Packet sender)
        {
            sender.WriteInt(_leaderId);

            sender.WriteShort((short)_members.Count);
            foreach (Global.Character member in _members)
                new Network.Types.game.context.PartyMemberInformations(member).serialize(sender);

            sender.WriteBool(false); // restricted ??
        }