/// <summary> /// Will be executed for any new GameMode message from the server /// </summary> /// <param name="Message"></param> protected virtual void HandleGameModeMessage(GameModeMessage Message) { switch ((MessageTypeGameMode)Message.PI) { case MessageTypeGameMode.Player: // 130 HandlePlayerMessage((PlayerMessage)Message); break; case MessageTypeGameMode.Stat: // 131 HandleStatMessage((StatMessage)Message); break; case MessageTypeGameMode.StatGroup: // 132 HandleStatGroupMessage((StatGroupMessage)Message); break; case MessageTypeGameMode.RoomContents: // 134 HandleRoomContentsMessage((RoomContentsMessage)Message); break; case MessageTypeGameMode.ObjectContents: // 135 HandleObjectContentsMessage((ObjectContentsMessage)Message); break; case MessageTypeGameMode.CharInfo: // 140 HandleCharInfoMessage((CharInfoMessage)Message); break; case MessageTypeGameMode.Spells: // 141 HandleSpellsMessage((SpellsMessage)Message); break; case MessageTypeGameMode.SpellAdd: // 142 HandleSpellAddMessage((SpellAddMessage)Message); break; case MessageTypeGameMode.AddEnchantment: // 147 HandleAddEnchantmentMessage((AddEnchantmentMessage)Message); break; case MessageTypeGameMode.Background: // 150 HandleBackgroundMessage((BackgroundMessage)Message); break; case MessageTypeGameMode.PlayerOverlay: // 151 HandlePlayerOverlay((PlayerOverlayMessage)Message); break; case MessageTypeGameMode.UserCommand: // 155 HandleUserCommandMessage((UserCommandMessage)Message); break; case MessageTypeGameMode.PlayWave: // 170 HandlePlayWaveMessage((PlayWaveMessage)Message); break; case MessageTypeGameMode.PlayMusic: // 171 HandlePlayMusicMessage((PlayMusicMessage)Message); break; case MessageTypeGameMode.PlayMidi: // 172 HandlePlayMidiMessage((PlayMidiMessage)Message); break; #if !VANILLA case MessageTypeGameMode.StopWave: // 173 HandleStopWave((StopWaveMessage)Message); break; #endif case MessageTypeGameMode.LookNewsGroup: // 180 HandleLookNewsGroupMessage((LookNewsGroupMessage)Message); break; case MessageTypeGameMode.Shoot: // 202 HandleShootMessage((ShootMessage)Message); break; case MessageTypeGameMode.Look: // 207 HandleLookMessage((LookMessage)Message); break; case MessageTypeGameMode.Inventory: // 208 HandleInventoryMessage((InventoryMessage)Message); break; case MessageTypeGameMode.InventoryAdd: // 209 HandleInventoryAddMessage((InventoryAddMessage)Message); break; case MessageTypeGameMode.Offer: // 211 HandleOfferMessage((OfferMessage)Message); break; case MessageTypeGameMode.Offered: // 213 HandleOfferedMessage((OfferedMessage)Message); break; case MessageTypeGameMode.CounterOffer: // 214 HandleCounterOfferMessage((CounterOfferMessage)Message); break; case MessageTypeGameMode.CounterOffered: // 215 HandleCounterOfferedMessage((CounterOfferedMessage)Message); break; case MessageTypeGameMode.BuyList: // 216 HandleBuyListMessage((BuyListMessage)Message); break; case MessageTypeGameMode.Create: // 217 HandleCreateMessage((CreateMessage)Message); break; case MessageTypeGameMode.Change: // 219 HandleChangeMessage((ChangeMessage)Message); break; case MessageTypeGameMode.ChangeTexture: // 227 HandleChangeTextureMessage((ChangeTextureMessage)Message); break; } }
/// <summary> /// Handles some GameMode messages /// </summary> /// <param name="Message"></param> public void HandleGameModeMessage(GameModeMessage Message) { switch ((MessageTypeGameMode)Message.PI) { case MessageTypeGameMode.ChangeTexture: HandleChangeTexture((ChangeTextureMessage)Message); break; case MessageTypeGameMode.SectorMove: HandleSectorMove((SectorMoveMessage)Message); break; } }