private void Script_UDP_SEND(string inp) { string st = Get_String(ref inp); string sp1 = Get_String(ref inp); string sp2 = Get_String(ref inp); string sp3 = Get_String(ref inp); string sp4 = Get_String(ref inp); ScriptVariable p1 = Get_Var(sp1); ScriptVariable p2 = Get_Var(sp2); ScriptVariable p3 = Get_Var(sp3); ScriptVariable p4 = Get_Var(sp4); NetPacket np = new NetPacket(); np.Type = (uint)NetPacketType.Script; np.Sender = Globals.gamedata.my_char.Name; np.SenderID = Globals.gamedata.my_char.ID; np.Name = st; np.Param1 = System.Convert.ToInt32(p1.Value); np.Param2 = System.Convert.ToInt32(p2.Value); np.Param3 = System.Convert.ToInt32(p3.Value); np.Param4 = System.Convert.ToInt32(p4.Value); NetCode.NetSend(np.GetBytes()); }
public static void SendStatus(NetPacket np) { np.Sender = Globals.gamedata.my_char.Name; np.SenderID = Globals.gamedata.my_char.ID; NetCode.NetSend(np.GetBytes()); }
public static void SendSelfStatus() { //TODO - need to update this to include pet info... NetPacket np = new NetPacket(); np.Type = (uint)NetPacketType.Update;//regular old status update np.Sender = Globals.gamedata.my_char.Name; np.SenderID = Globals.gamedata.my_char.ID; np.Name = np.Sender; np.ID = np.SenderID; np.MaxCP = (uint)Globals.gamedata.my_char.Max_CP; np.CurCP = (uint)Globals.gamedata.my_char.Cur_CP; np.MaxHP = (uint)Globals.gamedata.my_char.Max_HP; np.CurHP = (uint)Globals.gamedata.my_char.Cur_HP; np.MaxMP = (uint)Globals.gamedata.my_char.Max_MP; np.CurMP = (uint)Globals.gamedata.my_char.Cur_MP; NetCode.NetSend(np.GetBytes()); }
private void Script_UDP_SENDBB(string inp) { string sp1 = Get_String(ref inp); ScriptVariable p1 = Get_Var(sp1); NetPacket np = new NetPacket(); np.Type = (uint)NetPacketType.ScriptBB; np.Sender = Globals.gamedata.my_char.Name; np.SenderID = Globals.gamedata.my_char.ID; np.BBuff = ((ByteBuffer)p1.Value); NetCode.NetSend(np.GetBytes()); }