Пример #1
0
        private void Handle_InitialSpells(WoWReader wr)
        {
            byte   unknown = wr.ReadByte();         // Dunno. wowd sends a 0.
            UInt16 count   = wr.ReadUInt16();

            SpellItem[] spellList = new SpellItem[count];

            for (int i = 0; i < count; i++)
            {
                spellList[i].spellID = wr.ReadUInt16();
                spellList[i].unknown = wr.ReadUInt16(); // 0xeeee
            }

            wr.ReadUInt16();              // Another 0 according to wowd.

            BoogieCore.Player.setSpells(spellList);
        }
Пример #2
0
 // Create new Spells Object, initialized by the list recieved from the WorldServer
 public void setSpells(SpellItem[] sl)
 {
     spells = new Spells(sl);
 }
Пример #3
0
 public Spells(SpellItem[] sl)
 {
     spellList = sl;
 }
Пример #4
0
        private void Handle_InitialSpells(WoWReader wr)
        {
            byte unknown = wr.ReadByte();           // Dunno. wowd sends a 0.
            UInt16 count = wr.ReadUInt16();

            SpellItem[] spellList = new SpellItem[count];

            for (int i = 0; i < count; i++)
            {
                spellList[i].spellID = wr.ReadUInt16();
                spellList[i].unknown = wr.ReadUInt16(); // 0xeeee
            }

            wr.ReadUInt16();              // Another 0 according to wowd.

            BoogieCore.Player.setSpells(spellList);
        }