public void LoadDrop(ByteBuffer buff) { DroppedBy = buff.ReadUInt32(); ID = buff.ReadUInt32(); ItemID = buff.ReadUInt32(); X = buff.ReadInt32(); Y = buff.ReadInt32(); Z = buff.ReadInt32(); if (CheckMobZ(DroppedBy)) { HasValidZ = true; } Stackable = buff.ReadUInt32(); lock (CountLock) { Count = buff.ReadUInt64(); } HasMesh = Util.GetItemHasMesh(ItemID); if (HasMesh) { string tempitemname = Util.GetItemName(ItemID); if (tempitemname.Length < 3) { HasMesh = false; GameData.meshless_ignored += 1; } } //Globals.l2net_home.Add_Text("length" + length + " ID" + ID + " ItemID " + ItemID + " X " + X + " Y " + Y + " Z " + Z + " Stackable " + Stackable + " Count " + Count + " HasMesh " + HasMesh, Globals.Green, TextType.BOT); }
public void Load(ByteBuffer buff) { ID = buff.ReadUInt32(); ItemID = buff.ReadUInt32(); X = buff.ReadInt32(); Y = buff.ReadInt32(); Z = buff.ReadInt32(); Stackable = buff.ReadUInt32(); //this is an item that was dropped previously... need to check for the Z range in the pickup function HasValidZ = true; Loadedin = true; lock (CountLock) { Count = buff.ReadUInt64(); } HasMesh = Util.GetItemHasMesh(ItemID); if (HasMesh) { string tempitemname = Util.GetItemName(ItemID); if (tempitemname.Length < 3) { HasMesh = false; GameData.meshless_ignored += 1; } } //Globals.l2net_home.Add_Text(" ID" + ID + " ItemID " + ItemID + " X " + X + " Y " + Y + " Z " + Z + " Stackable " + Stackable + " Count " + Count + " HasMesh " + HasMesh, Globals.Green, TextType.BOT); }