public GameFightResumeMessage(FightDispellableEffectExtendedInformations[] effects, GameActionMark[] marks, short gameTurn, GameFightSpellCooldown[] spellCooldowns, sbyte summonCount, sbyte bombCount) : base(effects, marks, gameTurn) { SpellCooldowns = spellCooldowns; SummonCount = summonCount; BombCount = bombCount; }
public override void Deserialize(BigEndianReader reader) { var limit = reader.ReadUShort(); Effects = new FightDispellableEffectExtendedInformations[limit]; for (int i = 0; i < limit; i++) { Effects[i] = new FightDispellableEffectExtendedInformations(); Effects[i].Deserialize(reader); } limit = reader.ReadUShort(); Marks = new GameActionMark[limit]; for (int i = 0; i < limit; i++) { Marks[i] = new GameActionMark(); Marks[i].Deserialize(reader); } GameTurn = reader.ReadShort(); }
public GameFightResumeWithSlavesMessage(FightDispellableEffectExtendedInformations[] effects, GameActionMark[] marks, short gameTurn, GameFightSpellCooldown[] spellCooldowns, sbyte summonCount, sbyte bombCount, GameFightResumeSlaveInfo[] slavesInfo) : base(effects, marks, gameTurn, spellCooldowns, summonCount, bombCount) { SlavesInfo = slavesInfo; }
public GameFightSpectateMessage(FightDispellableEffectExtendedInformations[] effects, GameActionMark[] marks, short gameTurn) { Effects = effects; Marks = marks; GameTurn = gameTurn; }
public override void Deserialize(BigEndianReader reader) { base.Deserialize(reader); Mark = new GameActionMark(); Mark.Deserialize(reader); }
public GameActionFightMarkCellsMessage(short actionId, int sourceId, GameActionMark mark) : base(actionId, sourceId) { Mark = mark; }