示例#1
0
        public static void HandleLoginResponse(IPacket _packet, MultiplayerClient client)
        {
            var packet = (LoginResponsePacket)_packet;

            client.EntityID = packet.EntityID;
            client.QueuePacket(new PlayerGroundedPacket());
        }
示例#2
0
 public static void HandlePositionAndLook(IPacket _packet, MultiplayerClient client)
 {
     var packet = (SetPlayerPositionPacket)_packet;
     client._Position = new Vector3(packet.X, packet.Y, packet.Z);
     client.QueuePacket(packet);
     client.LoggedIn = true;
     // TODO: Pitch and yaw
 }
示例#3
0
        public static void HandlePositionAndLook(IPacket _packet, MultiplayerClient client)
        {
            var packet = (SetPlayerPositionPacket)_packet;

            client._Position = new Vector3(packet.X, packet.Y, packet.Z);
            client.QueuePacket(packet);
            client.LoggedIn = true;
            // TODO: Pitch and yaw
        }
示例#4
0
 public static void HandleHandshake(IPacket _packet, MultiplayerClient client)
 {
     var packet = (HandshakeResponsePacket)_packet;
     if (packet.ConnectionHash != "-")
     {
         Console.WriteLine("Online mode is not supported");
         Process.GetCurrentProcess().Kill();
     }
     // TODO: Authentication
     client.QueuePacket(new LoginRequestPacket(PacketReader.Version, client.User.Username));
 }
示例#5
0
        public static void HandleHandshake(IPacket _packet, MultiplayerClient client)
        {
            var packet = (HandshakeResponsePacket)_packet;

            if (packet.ConnectionHash != "-")
            {
                Console.WriteLine("Online mode is not supported");
                Process.GetCurrentProcess().Kill();
            }
            // TODO: Authentication
            client.QueuePacket(new LoginRequestPacket(PacketReader.Version, client.User.Username));
        }
示例#6
0
 public static void HandleLoginResponse(IPacket _packet, MultiplayerClient client)
 {
     client.QueuePacket(new PlayerGroundedPacket());
 }
示例#7
0
 public static void HandleLoginResponse(IPacket _packet, MultiplayerClient client)
 {
     var packet = (LoginResponsePacket)_packet;
     client.EntityID = packet.EntityID;
     client.QueuePacket(new PlayerGroundedPacket());
 }
示例#8
0
 public static void HandleLoginResponse(IPacket _packet, MultiplayerClient client)
 {
     client.QueuePacket(new PlayerGroundedPacket());
 }