public static NormalAttack ( int Index_ ) : void | ||
Index_ | int | |
Результат | void |
public static void AttackTimer_Elapsed(object sender, EventArgs e) { Timer objB = (Timer)sender; int Index = -1; for (int i = Information.LBound(PlayerAttack, 1); i <= Information.UBound(PlayerAttack, 1); i++) { if (object.ReferenceEquals(PlayerAttack[i], objB)) { Index = i; break; } } if (Index > -1) { if (Player.Objects[Index].NormalAttack) { Player.General[Index].Busy = false; Attack.NormalAttack(Index); } if (Player.Objects[Index].UsingSkill) { Player.Objects[Index].UsingSkill = false; Player.General[Index].Busy = false; PlayerAttack[Index].Stop(); } } }
public static void Action(PacketReader reader_, int Index_) { PacketWriter writer = new PacketWriter(); reader_.ModifyIndex(1); byte type = reader_.ReadByte(); if (Player.General[Index_].State != 1) { switch (type) { case 1: reader_.ModifyIndex(1); uint ObjectId = reader_.ReadDword(); Player.Objects[Index_].AttackingObjectId = ObjectId; int ObjectIndex = Players.GetObjectIndexAndType(Index_, Player.Objects[Index_].AttackingObjectId); bool attack = false; if (Player.Objects[Index_].SelectedObjectType == 2) { attack = Movement.MoveToObject(Index_, ref Player.Position[Index_], Monsters.Position[ObjectIndex], Player.General[Index_], false); } else { attack = Movement.MoveToObject(Index_, ref Player.Position[Index_], Player.Position[ObjectIndex], Player.General[Index_], false); } if (attack) { if (!Player.Objects[Index_].NormalAttack) { Attack.NormalAttack(Index_); } } break; case 2: reader_.ModifyIndex(1); ObjectId = reader_.ReadDword(); ObjectIndex = 0; for (int i = 0; i <= Item.ItemAmount; i++) { if (Item.General[i].UniqueID == ObjectId && Index_ != i) { ObjectIndex = i; break; } } bool pickup = false; pickup = Movement.MoveToObject(Index_, ref Player.Position[Index_], Item.Position[ObjectIndex], Player.General[Index_], false); if (pickup) { PickUpItem(Index_, ObjectIndex); } break; case 4: uint skillid = reader_.ReadDword(); bool skillexist = false; int CharacterSkillIndex = DatabaseCore.Skill.GetIndexByName(Player.General[Index_].CharacterName); for (int i = 0; i <= DatabaseCore.Skill.SkillAmount[CharacterSkillIndex]; i++) { if (skillid == DatabaseCore.Skill.Skills[CharacterSkillIndex].SkillId[i]) { skillexist = true; break; } skillexist = false; } if (skillexist) { byte type_ = reader_.ReadByte(); switch (type_) { case 0: bool alreadyactive = false; for (byte i = 0; i < Player.Objects[Index_].ActiveBuffs.Length; i++) { if (Player.Objects[Index_].ActiveBuffs[i].Id == skillid) { alreadyactive = true; } } if (!alreadyactive) { Player.Objects[Index_].UsingSkillID = skillid; if (!Player.Objects[Index_].UsingSkill) { PrepareBuff(Index_); } } return; case 1: uint attackingObjectId = reader_.ReadDword(); Player.Objects[Index_].AttackingSkillID = skillid; Player.Objects[Index_].AttackingObjectId = attackingObjectId; Player.Objects[Index_].NormalAttack = false; if (!Player.Objects[Index_].UsingSkill) { SkillAttackType(Index_); } return; } } break; default: Timers.PlayerAttack[Index_].Stop(); break; } } }