public override void Parse(GameBitBuffer buffer) { Field0 = buffer.ReadInt(32); Field1 = buffer.ReadInt64(64); Field2 = new InvLoc(); Field2.Parse(buffer); }
public override void Parse(GameBitBuffer buffer) { FromID = buffer.ReadInt(32); Amount = buffer.ReadInt64(64); InvLoc = new InvLoc(); InvLoc.Parse(buffer); }
public override void Parse(GameBitBuffer buffer) { ItemID = buffer.ReadUInt(32); Location = new InvLoc(); Location.Parse(buffer); }
void AcceptMoveRequest(int ItemId, InvLoc inventoryLocation) { InventoryLocationMessageData inventoryLocationMessage = new InventoryLocationMessageData() { Field0 = inventoryLocation.Field0, // Inventory Owner Field1 = inventoryLocation.Field1, // EquipmentSlot Field2 = new IVector2D() { Field0 = inventoryLocation.Field2, // Row Field1 = inventoryLocation.Field3, // Column }, }; owner.InGameClient.SendMessage(new ACDInventoryPositionMessage() { Id = (int)Opcodes.ACDInventoryPositionMessage, Field0 = ItemId, Field1 = inventoryLocationMessage, Field2 = 1 // what does this do? // 0- source item not disappearing from inventory, 1 - Moving, any other possibilities? its an int32 }); owner.InGameClient.PacketId += 10 * 2; owner.InGameClient.SendMessage(new DWordDataMessage() { Id = 0x89, Field0 = owner.InGameClient.PacketId, }); owner.InGameClient.FlushOutgoingBuffer(); }