public GameFightTaxCollectorInformations(int contextualId, EntityLook look, EntityDispositionInformations disposition, sbyte teamId, bool alive, GameFightMinimalStats stats, short firstNameId, short lastNameId, short level)
     : base(contextualId, look, disposition, teamId, alive, stats)
 {
     FirstNameId = firstNameId;
     LastNameId = lastNameId;
     Level = level;
 }
 public GameFightCharacterInformations(int contextualId, EntityLook look, EntityDispositionInformations disposition, sbyte teamId, bool alive, GameFightMinimalStats stats, string name, PlayerStatus status, short level, ActorAlignmentInformations alignmentInfos, sbyte breed)
     : base(contextualId, look, disposition, teamId, alive, stats, name, status)
 {
     Level = level;
     AlignmentInfos = alignmentInfos;
     Breed = breed;
 }
예제 #3
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 public ContactLookMessage(int requestId, string playerName, int playerId, EntityLook look)
 {
     RequestId = requestId;
     PlayerName = playerName;
     PlayerId = playerId;
     Look = look;
 }
 public CharacterHardcoreInformations(int id, byte level, string name, EntityLook entityLook, sbyte breed, bool sex, sbyte deathState, short deathCount, byte deathMaxLevel)
     : base(id, level, name, entityLook, breed, sex)
 {
     DeathState = deathState;
     DeathCount = deathCount;
     DeathMaxLevel = deathMaxLevel;
 }
 public override void Deserialize(BigEndianReader reader)
 {
     base.Deserialize(reader);
     TargetId = reader.ReadInt();
     EntityLook = new EntityLook();
     EntityLook.Deserialize(reader);
 }
예제 #6
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파일: SubEntity.cs 프로젝트: Riul/emulator
 public virtual void Deserialize(BigEndianReader reader)
 {
     BindingPointCategory = reader.ReadSByte();
     BindingPointIndex = reader.ReadSByte();
     SubEntityLook = new EntityLook();
     SubEntityLook.Deserialize(reader);
 }
예제 #7
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 public GameRolePlayNpcInformations(int contextualId, EntityLook look, EntityDispositionInformations disposition, short npcId, bool sex, short specialArtworkId)
     : base(contextualId, look, disposition)
 {
     NpcId = npcId;
     Sex = sex;
     SpecialArtworkId = specialArtworkId;
 }
예제 #8
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 public GameFightFighterInformations(int contextualId, EntityLook look, EntityDispositionInformations disposition, sbyte teamId, bool alive, GameFightMinimalStats stats)
     : base(contextualId, look, disposition)
 {
     TeamId = teamId;
     Alive = alive;
     Stats = stats;
 }
예제 #9
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 public virtual void Deserialize(BigEndianReader reader)
 {
     ContextualId = reader.ReadInt();
     Look = new EntityLook();
     Look.Deserialize(reader);
     Disposition = Types.ProtocolTypeManager.GetInstance<EntityDispositionInformations>(reader.ReadShort());
     Disposition.Deserialize(reader);
 }
 public PartyInvitationMemberInformations(int id, byte level, string name, EntityLook entityLook, sbyte breed, bool sex, short worldX, short worldY, int mapId, short subAreaId)
     : base(id, level, name, entityLook, breed, sex)
 {
     WorldX = worldX;
     WorldY = worldY;
     MapId = mapId;
     SubAreaId = subAreaId;
 }
예제 #11
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 public override void Deserialize(BigEndianReader reader)
 {
     RequestId = reader.ReadInt();
     PlayerName = reader.ReadUTF();
     PlayerId = reader.ReadInt();
     Look = new EntityLook();
     Look.Deserialize(reader);
 }
 public GameRolePlayGroupMonsterInformations(int contextualId, EntityLook look, EntityDispositionInformations disposition, GroupMonsterStaticInformations staticInfos, short ageBonus, sbyte lootShare, sbyte alignmentSide, bool keyRingBonus)
     : base(contextualId, look, disposition)
 {
     StaticInfos = staticInfos;
     AgeBonus = ageBonus;
     LootShare = lootShare;
     AlignmentSide = alignmentSide;
     KeyRingBonus = keyRingBonus;
 }
 public FriendSpouseOnlineInformations(int spouseAccountId, int spouseId, string spouseName, byte spouseLevel, sbyte breed, sbyte sex, EntityLook spouseEntityLook, BasicGuildInformations guildInfo, sbyte alignmentSide, bool inFight, bool followSpouse, bool pvpEnabled, int mapId, short subAreaId)
     : base(spouseAccountId, spouseId, spouseName, spouseLevel, breed, sex, spouseEntityLook, guildInfo, alignmentSide)
 {
     InFight = inFight;
     FollowSpouse = followSpouse;
     PvpEnabled = pvpEnabled;
     MapId = mapId;
     SubAreaId = subAreaId;
 }
예제 #14
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 public PartyGuestInformations(int guestId, int hostId, string name, EntityLook guestLook, sbyte breed, bool sex, PlayerStatus status)
 {
     GuestId = guestId;
     HostId = hostId;
     Name = name;
     GuestLook = guestLook;
     Breed = breed;
     Sex = sex;
     Status = status;
 }
예제 #15
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 public FriendSpouseInformations(int spouseAccountId, int spouseId, string spouseName, byte spouseLevel, sbyte breed, sbyte sex, EntityLook spouseEntityLook, BasicGuildInformations guildInfo, sbyte alignmentSide)
 {
     SpouseAccountId = spouseAccountId;
     SpouseId = spouseId;
     SpouseName = spouseName;
     SpouseLevel = spouseLevel;
     Breed = breed;
     Sex = sex;
     SpouseEntityLook = spouseEntityLook;
     GuildInfo = guildInfo;
     AlignmentSide = alignmentSide;
 }
예제 #16
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 public TaxCollectorInformations(int uniqueId, short firtNameId, short lastNameId, AdditionalTaxCollectorInformations additionalInfos, short worldX, short worldY, short subAreaId, sbyte state, EntityLook look, int kamas, double experience, int pods, int itemsValue)
 {
     UniqueId = uniqueId;
     FirtNameId = firtNameId;
     LastNameId = lastNameId;
     AdditionalInfos = additionalInfos;
     WorldX = worldX;
     WorldY = worldY;
     SubAreaId = subAreaId;
     State = state;
     Look = look;
     Kamas = kamas;
     Experience = experience;
     Pods = pods;
     ItemsValue = itemsValue;
 }
예제 #17
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 public PartyMemberInformations(int id, byte level, string name, EntityLook entityLook, sbyte breed, bool sex, int lifePoints, int maxLifePoints, short prospecting, byte regenRate, short initiative, bool pvpEnabled, sbyte alignmentSide, short worldX, short worldY, int mapId, short subAreaId, PlayerStatus status)
     : base(id, level, name, entityLook, breed, sex)
 {
     LifePoints = lifePoints;
     MaxLifePoints = maxLifePoints;
     Prospecting = prospecting;
     RegenRate = regenRate;
     Initiative = initiative;
     PvpEnabled = pvpEnabled;
     AlignmentSide = alignmentSide;
     WorldX = worldX;
     WorldY = worldY;
     MapId = mapId;
     SubAreaId = subAreaId;
     Status = status;
 }
예제 #18
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 public GameRolePlayActorInformations(int contextualId, EntityLook look, EntityDispositionInformations disposition)
     : base(contextualId, look, disposition)
 {
 }
예제 #19
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 public virtual void Deserialize(BigEndianReader reader)
 {
     GuestId = reader.ReadInt();
     HostId = reader.ReadInt();
     Name = reader.ReadUTF();
     GuestLook = new EntityLook();
     GuestLook.Deserialize(reader);
     Breed = reader.ReadSByte();
     Sex = reader.ReadBoolean();
     Status = Types.ProtocolTypeManager.GetInstance<PlayerStatus>(reader.ReadShort());
     Status.Deserialize(reader);
 }
예제 #20
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 public GameRolePlayMountInformations(int contextualId, EntityLook look, EntityDispositionInformations disposition, string name, string ownerName, byte level)
     : base(contextualId, look, disposition, name)
 {
     OwnerName = ownerName;
     Level = level;
 }
 public GameRolePlayNpcWithQuestInformations(int contextualId, EntityLook look, EntityDispositionInformations disposition, short npcId, bool sex, short specialArtworkId, GameRolePlayNpcQuestFlag questFlag)
     : base(contextualId, look, disposition, npcId, sex, specialArtworkId)
 {
     QuestFlag = questFlag;
 }
 public GameRolePlayCharacterInformations(int contextualId, EntityLook look, EntityDispositionInformations disposition, string name, HumanInformations humanoidInfo, int accountId, ActorAlignmentInformations alignmentInfos)
     : base(contextualId, look, disposition, name, humanoidInfo, accountId)
 {
     AlignmentInfos = alignmentInfos;
 }
 public GameFightMonsterWithAlignmentInformations(int contextualId, EntityLook look, EntityDispositionInformations disposition, sbyte teamId, bool alive, GameFightMinimalStats stats, short creatureGenericId, sbyte creatureGrade, ActorAlignmentInformations alignmentInfos)
     : base(contextualId, look, disposition, teamId, alive, stats, creatureGenericId, creatureGrade)
 {
     AlignmentInfos = alignmentInfos;
 }
 public GameRolePlayHumanoidInformations(int contextualId, EntityLook look, EntityDispositionInformations disposition, string name, HumanInformations humanoidInfo, int accountId)
     : base(contextualId, look, disposition, name)
 {
     HumanoidInfo = humanoidInfo;
     AccountId = accountId;
 }
예제 #25
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 public GameFightAIInformations(int contextualId, EntityLook look, EntityDispositionInformations disposition, sbyte teamId, bool alive, GameFightMinimalStats stats)
     : base(contextualId, look, disposition, teamId, alive, stats)
 {
 }
예제 #26
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 public GameContextActorInformations(int contextualId, EntityLook look, EntityDispositionInformations disposition)
 {
     ContextualId = contextualId;
     Look = look;
     Disposition = disposition;
 }
 public override void Deserialize(BigEndianReader reader)
 {
     PlayerInfo = new JobCrafterDirectoryEntryPlayerInfo();
     PlayerInfo.Deserialize(reader);
     var limit = reader.ReadUShort();
     JobInfoList = new JobCrafterDirectoryEntryJobInfo[limit];
     for (int i = 0; i < limit; i++)
     {
         JobInfoList[i] = new JobCrafterDirectoryEntryJobInfo();
         JobInfoList[i].Deserialize(reader);
     }
     PlayerLook = new EntityLook();
     PlayerLook.Deserialize(reader);
 }
 public JobCrafterDirectoryEntryMessage(JobCrafterDirectoryEntryPlayerInfo playerInfo, JobCrafterDirectoryEntryJobInfo[] jobInfoList, EntityLook playerLook)
 {
     PlayerInfo = playerInfo;
     JobInfoList = jobInfoList;
     PlayerLook = playerLook;
 }
 public GameRolePlayNamedActorInformations(int contextualId, EntityLook look, EntityDispositionInformations disposition, string name)
     : base(contextualId, look, disposition)
 {
     Name = name;
 }
예제 #30
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 public CharacterBaseInformations(int id, byte level, string name, EntityLook entityLook, sbyte breed, bool sex)
     : base(id, level, name, entityLook)
 {
     Breed = breed;
     Sex = sex;
 }