GetMessageList() public method

public GetMessageList ( uint actorID ) : List
actorID uint
return List
示例#1
0
        // FIXME: Hardcoded hell. /komiga
        public void Die(Player player)
        {
            /*var killAni = new int[]{
                    0x2cd7,
                    0x2cd4,
                    0x01b378,
                    0x2cdc,
                    0x02f2,
                    0x2ccf,
                    0x2cd0,
                    0x2cd1,
                    0x2cd2,
                    0x2cd3,
                    0x2cd5,
                    0x01b144,
                    0x2cd6,
                    0x2cd8,
                    0x2cda,
                    0x2cd9
            };*/
            this.World.BroadcastIfRevealed(new PlayEffectMessage()
            {
                ActorId = this.DynamicID,
                Effect = Effect.Hit,
                OptionalParameter = 0x2,
            }, this);

            this.World.BroadcastIfRevealed(new PlayEffectMessage()
            {
                ActorId = this.DynamicID,
                Effect = Effect.Unknown12,
            }, this);

            this.World.BroadcastIfRevealed(new PlayHitEffectMessage()
            {
                ActorID = this.DynamicID,
                HitDealer = player.DynamicID,
                Field2 = 0x2,
                Field3 = false,
            }, this);

            this.World.BroadcastIfRevealed(new FloatingNumberMessage()
            {
                ActorID = this.DynamicID,
                Number = 9001.0f,
                Type = FloatingNumberMessage.FloatType.White,
            }, this);

            this.World.BroadcastIfRevealed(new ANNDataMessage(Opcodes.ANNDataMessage13)
            {
                ActorID = this.DynamicID
            }, this);

            player.UpdateExp(this.Attributes[GameAttribute.Experience_Granted]);
            player.ExpBonusData.Update(player.GBHandle.Type, this.GBHandle.Type);

            this.World.BroadcastIfRevealed(new PlayAnimationMessage()
            {
                ActorID = this.DynamicID,
                Field1 = 0xb,
                Field2 = 0,
                tAnim = new PlayAnimationMessageSpec[1]
                {
                    new PlayAnimationMessageSpec()
                    {
                        Field0 = 0x2,
                        Field1 = Animset.GetRandomDeath(),//killAni[RandomHelper.Next(killAni.Length)],
                        Field2 = 0x0,
                        Field3 = 1f
                    }
                }
            }, this);

            this.World.BroadcastIfRevealed(new ANNDataMessage(Opcodes.ANNDataMessage24)
            {
                ActorID = this.DynamicID,
            }, this);

            GameAttributeMap attribs = new GameAttributeMap();
            attribs[GameAttribute.Hitpoints_Cur] = 0f;
            attribs[GameAttribute.Could_Have_Ragdolled] = true;
            attribs[GameAttribute.Deleted_On_Server] = true;

            foreach (var msg in attribs.GetMessageList(this.DynamicID))
                this.World.BroadcastIfRevealed(msg, this);

            this.World.SpawnRandomItemDrop(player, this.Position);
            this.World.SpawnGold(player, this.Position);
            if (RandomHelper.Next(1, 100) < 20)
                this.World.SpawnHealthGlobe(player, this.Position);

            this.Destroy();
        }
示例#2
0
文件: Proxy.cs 项目: Sasho/mooege
        // FIXME: Hardcoded hell. /komiga
        public void Die(Mooege.Core.GS.Player.Player player)
        {
            var killAni = new int[]{
                    0x2cd7,
                    0x2cd4,
                    0x01b378,
                    0x2cdc,
                    0x02f2,
                    0x2ccf,
                    0x2cd0,
                    0x2cd1,
                    0x2cd2,
                    0x2cd3,
                    0x2cd5,
                    0x01b144,
                    0x2cd6,
                    0x2cd8,
                    0x2cda,
                    0x2cd9
            };
            this.World.BroadcastIfRevealed(new PlayEffectMessage()
            {
                ActorID = this.DynamicID,
                Field1 = 0x0,
                Field2 = 0x2,
            }, this);
            this.World.BroadcastIfRevealed(new PlayEffectMessage()
            {
                ActorID = this.DynamicID,
                Field1 = 0xc,
            }, this);
            this.World.BroadcastIfRevealed(new PlayHitEffectMessage()
            {
                ActorID = this.DynamicID,
                HitDealer = player.DynamicID,
                Field2 = 0x2,
                Field3 = false,
            }, this);

            this.World.BroadcastIfRevealed(new FloatingNumberMessage()
            {
                ActorID = this.DynamicID,
                Number = 9001.0f,
                Type = FloatingNumberMessage.FloatType.White,
            }, this);

            this.World.BroadcastIfRevealed(new ANNDataMessage(Opcodes.ANNDataMessage13)
            {
                ActorID = this.DynamicID
            }, this);

            this.World.BroadcastIfRevealed(new PlayAnimationMessage()
            {
                ActorID = this.DynamicID,
                Field1 = 0xb,
                Field2 = 0,
                tAnim = new PlayAnimationMessageSpec[1]
                {
                    new PlayAnimationMessageSpec()
                    {
                        Field0 = 0x2,
                        Field1 = killAni[RandomHelper.Next(killAni.Length)],
                        Field2 = 0x0,
                        Field3 = 1f
                    }
                }
            }, this);

            this.World.BroadcastIfRevealed(new ANNDataMessage(Opcodes.ANNDataMessage24)
            {
                ActorID = this.DynamicID,
            }, this);

            GameAttributeMap attribs = new GameAttributeMap();
            attribs[GameAttribute.Hitpoints_Cur] = 0f;
            attribs[GameAttribute.Could_Have_Ragdolled] = true;
            attribs[GameAttribute.Deleted_On_Server] = true;

            foreach (var msg in attribs.GetMessageList(this.DynamicID))
                this.World.BroadcastIfRevealed(msg, this);

            this.World.BroadcastIfRevealed(new PlayEffectMessage()
            {
                ActorID = this.DynamicID,
                Field1 = 0xc,
            }, this);
            this.World.BroadcastIfRevealed(new PlayEffectMessage()
            {
                ActorID = this.DynamicID,
                Field1 = 0x37,
            }, this);
            this.World.BroadcastIfRevealed(new PlayHitEffectMessage()
            {
                ActorID = this.DynamicID,
                HitDealer = player.DynamicID,
                Field2 = 0x2,
                Field3 = false,
            }, this);

            this.World.SpawnRandomDrop(player, this.Position);
            this.World.SpawnGold(player, this.Position);
            this.Destroy();
        }