コード例 #1
0
 public override void Parse(GameBitBuffer buffer)
 {
     Field0 = buffer.ReadInt(32);
     Field1 = buffer.ReadInt64(64);
     Field2 = new InvLoc();
     Field2.Parse(buffer);
 }
コード例 #2
0
 public override void Parse(GameBitBuffer buffer)
 {
     FromID = buffer.ReadInt(32);
     Amount = buffer.ReadInt64(64);
     InvLoc = new InvLoc();
     InvLoc.Parse(buffer);
 }
コード例 #3
0
 public override void Parse(GameBitBuffer buffer)
 {
     ItemID = buffer.ReadUInt(32);
     Location = new InvLoc();
     Location.Parse(buffer);
 }
コード例 #4
0
ファイル: Inventory.cs プロジェクト: God601/D3Mighty
        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();
        }