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C# RealmPacketOut.WriteFloat方法代码示例

本文整理汇总了C#中RealmPacketOut.WriteFloat方法的典型用法代码示例。如果您正苦于以下问题:C# RealmPacketOut.WriteFloat方法的具体用法?C# RealmPacketOut.WriteFloat怎么用?C# RealmPacketOut.WriteFloat使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在RealmPacketOut的用法示例。


在下文中一共展示了RealmPacketOut.WriteFloat方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: HandleAuctionListPendingSales

        public static void HandleAuctionListPendingSales(IRealmClient client, RealmPacketIn packet)
        {
            var chr = client.ActiveCharacter;
            var auctioneerId = packet.ReadEntityId();
            var auctioneer = chr.Map.GetObject(auctioneerId) as NPC;

            var count = 1u;
            using (var packetOut = new RealmPacketOut(RealmServerOpCode.SMSG_AUCTION_LIST_PENDING_SALES, 14 * (int)count))
            {
                packetOut.Write(count);
                for (var i = 0; i < count; ++i)
                {
                    packetOut.Write("");
                    packetOut.Write("");
                    packetOut.WriteUInt(0);
                    packetOut.WriteUInt(0);
                    packetOut.WriteFloat(0f);
                    client.Send(packetOut);
                }
            }
        }
开发者ID:ebakkedahl,项目名称:WCell,代码行数:21,代码来源:AuctionHandler.cs

示例2: SendSpellGo

		/// <summary>
		/// Sent after spell start. Triggers the casting animation
		/// </summary>
		public static void SendSpellGo(ObjectBase caster2, SpellCast cast,
			ICollection<WorldObject> hitTargets, ICollection<CastMiss> missedTargets)
		{
			// TODO: Dynamic packet length?
			if (!cast.IsCasting)
			{
				return;
			}

			//int len = 200;
			int len = 24 + (hitTargets != null ? hitTargets.Count * 8 : 0) + (missedTargets != null ? missedTargets.Count * 10 : 0);

			using (var packet = new RealmPacketOut(RealmServerOpCode.SMSG_SPELL_GO, len))
			{
				//caster1.EntityId.WritePacked(packet);
				cast.Caster.EntityId.WritePacked(packet);
				caster2.EntityId.WritePacked(packet);
				packet.Write(cast.Id);
				packet.Write(cast.Spell.Id);

				var castGoFlags = cast.GoFlags;
				packet.Write((int)castGoFlags);

				//packet.Write(Util.Utility.GetEpochTime());
				packet.Write(Utility.GetEpochTime());
				//packet.Write(cast.CastDelay);

				packet.WriteByte(hitTargets != null ? hitTargets.Count : 0);

				if (hitTargets != null)
				{
					foreach (var target in hitTargets)
					{
						packet.Write(target.EntityId);

						if (target is Character)
						{
							SendCastSuccess(cast.Caster, cast.Spell.Id, target as Character);
						}
					}
				}

				packet.WriteByte(missedTargets != null ? missedTargets.Count : 0);

				if (missedTargets != null)
				{
					foreach (var miss in missedTargets)
					{
						packet.Write(miss.Target.EntityId);
						packet.Write((byte)miss.Reason);
						if (miss.Reason == CastMissReason.Reflect)
						{
							packet.Write((byte)0);// relfectreason
						}
					}
				}

				WriteTargets(packet, cast);

				if ((castGoFlags & CastFlags.Flag_0x800) != 0)
				{
					packet.Write(0);
				}

				if ((castGoFlags & CastFlags.Flag_0x200000) != 0)
				{
					byte b1 = 0;
					byte b2 = 0;
					packet.Write(b1);
					packet.Write(b2);
					for (int i = 0; i < 6; i++)
					{
						byte mask = (byte)(1 << i);
						if ((mask & b1) != 0)
						{
							if (!((mask & b2) != 0))
							{
								packet.WriteByte(0);
							}
						}
					}
				}

				if ((castGoFlags & CastFlags.Flag_0x20000) != 0)
				{
					packet.WriteFloat(0);
					packet.Write(0);
				}

				if ((cast.StartFlags & CastFlags.Ranged) != 0)
				{
					WriteAmmoInfo(cast, packet);
				}

				if ((castGoFlags & CastFlags.Flag_0x80000) != 0)
				{
					packet.Write(0);
//.........这里部分代码省略.........
开发者ID:pallmall,项目名称:WCell,代码行数:101,代码来源:SpellHandler.cs

示例3: SendCorpseMapQueryResponse

        public static void SendCorpseMapQueryResponse(IRealmClient client)
        {
            using (var packet = new RealmPacketOut(RealmServerOpCode.SMSG_CORPSE_MAP_POSITION_QUERY_RESPONSE, 16))
            {
                for (var i = 0; i < 4; i++)
                    packet.WriteFloat(0.0f); // unk

                client.Send(packet);
            }
        }
开发者ID:ebakkedahl,项目名称:WCell,代码行数:10,代码来源:CharacterHandler.cs

示例4: SendTimeSpeed

        public static void SendTimeSpeed(IPacketReceiver client, DateTime time, float timeSpeed)
        {
            using (var packet = new RealmPacketOut(RealmServerOpCode.SMSG_LOGIN_SETTIMESPEED, 8))
            {
                packet.WriteDateTime(time);
                packet.WriteFloat(timeSpeed);
                packet.WriteInt(0);				// new, unknown

                client.Send(packet);
            }
        }
开发者ID:ebakkedahl,项目名称:WCell,代码行数:11,代码来源:CharacterHandler.cs

示例5: SendVerifyWorld

        /// <summary>
        /// Sends SMSG_LOGIN_VERIFY_WORLD (first ingame packet, sends char-location: Seems unnecessary?)
        /// </summary>
        /// <param name="chr"></param>
        public static void SendVerifyWorld(Character chr)
        {
            using (var packet = new RealmPacketOut(RealmServerOpCode.SMSG_LOGIN_VERIFY_WORLD, 20))
            {
                packet.Write((int)chr.Map.Id);
                packet.Write(chr.Position);
                packet.WriteFloat(chr.Orientation);

                chr.Client.Send(packet);
            }
        }
开发者ID:ebakkedahl,项目名称:WCell,代码行数:15,代码来源:CharacterHandler.cs

示例6: SendSetSpellMissilePosition

		public static void SendSetSpellMissilePosition(IPacketReceiver client, EntityId casterId, byte castCount, Vector3 position)
		{
			using (var packet = new RealmPacketOut(RealmServerOpCode.SMSG_SET_PROJECTILE_POSITION, 21))
			{
				casterId.WritePacked(packet);
				packet.WriteByte(castCount);
				packet.WriteFloat(position.X);
				packet.WriteFloat(position.Y);
				packet.WriteFloat(position.Z);

				client.Send(packet);
			}
		}
开发者ID:primax,项目名称:WCell,代码行数:13,代码来源:SpellHandler.cs

示例7: SendSpellGo

		/// <summary>
		/// Sent after spell start. Triggers the casting animation.
		/// </summary>
		public static void SendSpellGo(IEntity caster2, SpellCast cast,
			ICollection<WorldObject> hitTargets, ICollection<MissedTarget> missedTargets, byte previousRuneMask)
		{
			if (cast.CasterObject != null && !cast.CasterObject.IsAreaActive) return;

			// TODO: Dynamic packet length?
			if (!cast.IsCasting)
			{
				return;
			}

			//int len = 200;
			int len = 24 + (hitTargets != null ? hitTargets.Count * 8 : 0) + (missedTargets != null ? missedTargets.Count * 10 : 0);

			using (var packet = new RealmPacketOut(RealmServerOpCode.SMSG_SPELL_GO, len))
			{
				//caster1.EntityId.WritePacked(packet);
				cast.CasterReference.EntityId.WritePacked(packet);
				caster2.EntityId.WritePacked(packet);
				packet.Write(cast.Id);
				packet.Write(cast.Spell.Id);

				var castGoFlags = cast.GoFlags;
				packet.Write((int)castGoFlags);

				//packet.Write(Util.Utility.GetEpochTime());
				packet.Write(Utility.GetEpochTime());
				//packet.Write(cast.CastDelay);

				packet.WriteByte(hitTargets != null ? hitTargets.Count : 0);

				if (hitTargets != null && cast.CasterObject != null)
				{
					foreach (var target in hitTargets)
					{
						packet.Write(target.EntityId);

						if (target is Character)
						{
							SendCastSuccess(cast.CasterObject, cast.Spell.Id, target as Character);
						}
					}
				}

				packet.WriteByte(missedTargets != null ? missedTargets.Count : 0);

				if (missedTargets != null)
				{
					foreach (var miss in missedTargets)
					{
						packet.Write(miss.Target.EntityId);
						packet.Write((byte)miss.Reason);
						if (miss.Reason == CastMissReason.Reflect)
						{
							packet.Write((byte)0);// relfectreason
						}
					}
				}

				WriteTargets(packet, cast);

				// runes
				if (castGoFlags.HasFlag(CastFlags.RunicPowerGain))
				{
					packet.Write(0);
				}

				if (castGoFlags.HasFlag(CastFlags.RuneCooldownList))
				{
					var chr = cast.CasterChar;
					var newRuneMask = chr.PlayerSpells.Runes.GetActiveRuneMask();
					packet.Write(previousRuneMask);
					packet.Write(newRuneMask);
					for (int i = 0; i < SpellConstants.MaxRuneCount; i++)
					{
						var mask = (byte)(1 << i);
						if ((mask & previousRuneMask) != 0)
						{
							if ((mask & newRuneMask) == 0)
							{
								packet.WriteByte(0);
							}
						}
					}
				}

				if (castGoFlags.HasFlag(CastFlags.Flag_0x20000))
				{
					packet.WriteFloat(0);
					packet.Write(0);
				}

				if (cast.StartFlags.HasFlag(CastFlags.Ranged))
				{
					WriteAmmoInfo(cast, packet);
				}

//.........这里部分代码省略.........
开发者ID:primax,项目名称:WCell,代码行数:101,代码来源:SpellHandler.cs

示例8: SendNPCTextUpdate

		/// <summary>
		/// Sends a npc text update to the character
		/// </summary>
		/// <param name="character">recieving character</param>
		/// <param name="text">class holding all info about text</param>
		public static void SendNPCTextUpdate(Character character, IGossipEntry text)
		{
			using (var packet = new RealmPacketOut(RealmServerOpCode.SMSG_NPC_TEXT_UPDATE))
			{
				packet.Write(text.GossipId);

				var i = 0;
				for (; i < text.GossipEntries.Length; i++)
				{
					var entry = text.GossipEntries[i];
					packet.WriteFloat(entry.Probability);

					var isMaleTextEmpty = string.IsNullOrEmpty(entry.TextMale);
					var isFemaleTextEmpty = string.IsNullOrEmpty(entry.TextFemale);

					if (isMaleTextEmpty && isFemaleTextEmpty)
					{
						packet.WriteCString(" ");
						packet.WriteCString(" ");
					}
					else if (isMaleTextEmpty)
					{
						packet.WriteCString(entry.TextFemale);
						packet.WriteCString(entry.TextFemale);
					}
					else if (isFemaleTextEmpty)
					{
						packet.WriteCString(entry.TextMale);
						packet.WriteCString(entry.TextMale);
					}
					else
					{
						packet.WriteCString(entry.TextMale);
						packet.WriteCString(entry.TextFemale);
					}

					packet.Write((uint)entry.Language);

					for (int emoteIndex = 0; emoteIndex < 3; emoteIndex++)
					{
						// TODO: Emotes
						//packet.Write((uint)entry.Emotes[emoteIndex]);
						//packet.Write(entry.EmoteDelays[emoteIndex]);
						packet.Write(0L);
					}
				}

				for (; i < 8; i++)
				{
					packet.WriteFloat(0);
					packet.WriteByte(0);
					packet.WriteByte(0);
					packet.Fill(0, 4 * 7);
				}

				character.Client.Send(packet);
			}
		}
开发者ID:ray2006,项目名称:WCell,代码行数:63,代码来源:QueryHandler.cs

示例9: SendNPCTextUpdateSimple

		/// <summary>
		/// Sends a simple npc text update to the character
		/// </summary>
		/// <param name="character">recieving character</param>
		/// <param name="id">id of text to update</param>
		/// <param name="title">gossip window's title</param>
		/// <param name="text">gossip window's text</param>
		public static void SendNPCTextUpdateSimple(Character character, uint id, string title, string text)
		{
			using (var packet = new RealmPacketOut(RealmServerOpCode.SMSG_NPC_TEXT_UPDATE))
			{
				packet.Write(id);

				packet.WriteFloat(1);
				packet.WriteCString(title);
				packet.WriteCString(text);
				packet.Fill(0, 4 * 7);

				for (var i = 1; i < 8; i++)
				{
					packet.WriteFloat(0);
					packet.WriteByte(0);
					packet.WriteByte(0);
					packet.Fill(0, 4 * 7);
				}

				character.Client.Send(packet);
			}
		}
开发者ID:Jeroz,项目名称:WCell,代码行数:29,代码来源:QueryHandler.cs

示例10: SendNPCTextUpdate

		/// <summary>
		/// Sends a npc text update to the character
		/// </summary>
		/// <param name="character">recieving character</param>
		/// <param name="text">class holding all info about text</param>
		public static void SendNPCTextUpdate(Character character, IGossipEntry text)
		{
			using (var packet = new RealmPacketOut(RealmServerOpCode.SMSG_NPC_TEXT_UPDATE))
			{
				packet.Write(text.GossipId);

				var i = 0;
				for (; i < text.GossipTexts.Length; i++)
				{
					var entry = text.GossipTexts[i];
					packet.WriteFloat(entry.Probability);

					var maleText = entry.GetTextMale(character.GossipConversation);
					string femaleText;
					if (text.IsDynamic)
					{
						// generated dynamically anyway
						femaleText = maleText;
					}
					else
					{
						femaleText = entry.GetTextFemale(character.GossipConversation);
					}
					packet.WriteCString(maleText);
					packet.WriteCString(femaleText);


					packet.Write((uint)entry.Language);

					for (int emoteIndex = 0; emoteIndex < 3; emoteIndex++)
					{
						// TODO: Emotes
						//packet.Write((uint)entry.Emotes[emoteIndex]);
						//packet.Write(entry.EmoteDelays[emoteIndex]);
						packet.Write(0L);
					}
				}

				for (; i < 8; i++)
				{
					packet.WriteFloat(0);
					packet.WriteByte(0);
					packet.WriteByte(0);
					packet.Fill(0, 4 * 7);
				}

				character.Client.Send(packet);
			}
		}
开发者ID:Jeroz,项目名称:WCell,代码行数:54,代码来源:QueryHandler.cs

示例11: CreateArenaTeamRosterResponsePacket

        private static RealmPacketOut CreateArenaTeamRosterResponsePacket(ArenaTeam team)
        {
            var packet = new RealmPacketOut(RealmServerOpCode.SMSG_ARENA_TEAM_ROSTER, 100);

            packet.WriteUInt(team.Id);
            packet.WriteByte(0);
            packet.WriteUInt(team.MemberCount);
            packet.WriteUInt(team.Type);

            foreach (var member in team.Members.Values)
            {
                packet.WriteULong(member.Character.EntityId.Full);
                var pl = World.GetCharacter(member.Character.EntityId.Low);
                packet.WriteByte((pl != null) ? 1 : 0);
                packet.WriteCString(member.Character.Name);
                packet.WriteByte((team.Leader == member) ? 0 : 1);
                packet.WriteByte((pl != null) ? pl.Level : 0);
                packet.WriteUInt((uint)member.Class);
                packet.WriteUInt(member.GamesWeek);
                packet.WriteUInt(member.WinsWeek);
                packet.WriteUInt(member.GamesSeason);
                packet.WriteUInt(member.WinsSeason);
                packet.WriteUInt(member.PersonalRating);
                packet.WriteFloat(0.0f);
                packet.WriteFloat(0.0f);
            }
            return packet;
        }
开发者ID:KroneckerX,项目名称:WCell,代码行数:28,代码来源:ArenaTeamHandler.cs

示例12: SendPing

		/// <summary>
		/// Sends ping to the group, except pinger
		/// </summary>
		/// <param name="pinger">The group member who pingged the minimap</param>
		/// <param name="x">x coordinate of ping</param>
		/// <param name="y">y coordinate of ping</param>
		public virtual void SendPing(GroupMember pinger, float x, float y)
		{
			using (var packet = new RealmPacketOut(RealmServerOpCode.MSG_MINIMAP_PING))
			{
				packet.Write(EntityId.GetPlayerId(pinger.Id));
				packet.WriteFloat(x);
				packet.WriteFloat(y);

				SendAll(packet, pinger);
			}
		}
开发者ID:ray2006,项目名称:WCell,代码行数:17,代码来源:Group.cs

示例13: SendItemQueryResponse

        public static void SendItemQueryResponse(RealmClient client, ItemTemplate item)
        {
            using (RealmPacketOut packet = new RealmPacketOut(RealmServerOpCode.SMSG_ITEM_QUERY_SINGLE_RESPONSE, 630))
            {
                packet.Write(item.Id);
                packet.WriteInt((int)item.ItemClass);
                packet.WriteInt((int)item.ItemSubClass);
                packet.WriteInt(-1); // unknown

                packet.WriteCString(item.Name);
                packet.WriteByte(0);// name2
                packet.WriteByte(0);// name3
                packet.WriteByte(0);// name4

                packet.WriteInt(item.DisplayId);
                packet.WriteInt((int)item.Quality);
                packet.WriteInt((int)item.Flags);
                packet.WriteInt(item.BuyPrice);
                packet.WriteInt(item.SellPrice);
                packet.WriteInt((int)item.InventorySlot);
                packet.WriteInt((int)item.RequiredClassMask);
                packet.WriteInt((int)item.RequiredRaceMask);
                packet.WriteInt(item.Level);
                packet.WriteInt(item.RequiredLevel);
                packet.WriteInt(item.RequiredSkill != null ? (int)item.RequiredSkill.Id : 0);
                packet.WriteInt(item.RequiredSkillLevel);
                packet.WriteInt(item.RequiredProfession != null ? (int)item.RequiredProfession.Id : 0);
                packet.WriteInt(item.RequiredPvPRank);
                packet.WriteInt(item.UnknownRank);// city rank?
                packet.WriteInt(item.RequiredFaction != null ? (int)item.RequiredFaction.Id : 0);
                packet.WriteInt((int)item.RequiredFactionStanding);
                packet.WriteInt(item.UniqueCount);
                packet.WriteInt(item.MaxAmount);
                packet.WriteInt(item.ContainerSlots);
               foreach (var stat in item.Mods)
                {
					packet.WriteUInt((uint)stat.Type);
                    packet.WriteInt(stat.Value);
                }

                foreach (var dmg in item.Damages)
                {
					packet.WriteFloat(dmg.Minimum);
					packet.WriteFloat(dmg.Maximum);
					packet.WriteUInt((uint)dmg.DamageSchool);
                }

                foreach (var res in item.Resistances)
                {
                    packet.WriteUInt(res);
                }

                packet.WriteUInt(item.WeaponSpeed);
				packet.WriteUInt((uint)item.ProjectileType);
                packet.WriteFloat(item.RangeModifier);

                for (int i = 0; i < 5; i++)
                {
					packet.WriteUInt(item.Spells[i].Id);
					packet.WriteUInt((int)item.Spells[i].Trigger);
					packet.WriteUInt(item.Spells[i].Charges);
                    packet.WriteInt(item.Spells[i].Cooldown);
                    packet.WriteUInt(item.Spells[i].CategoryId);
                    packet.WriteInt(item.Spells[i].CategoryCooldown);
                }

				packet.WriteUInt((int)item.BondType);
                packet.WriteCString(item.Description);

				packet.Write(item.PageTextId);
				packet.Write(item.PageCount);
				packet.Write(item.PageMaterial);
				packet.Write(item.QuestId);
				packet.Write(item.RequiredLockpickSkill);
				packet.Write(item.Material);
				packet.Write((uint)item.SheathType);
				packet.Write(item.RandomPropertyId);
				packet.Write(item.RandomSuffixId);
				packet.Write(item.BlockValue);
				packet.Write(item.SetId);
				packet.Write(item.MaxDurability);
				packet.Write((uint)item.ZoneId);
				packet.Write((uint)item.MapId);
				packet.Write((uint)item.BagFamily);
				packet.Write(item.TotemCategory);

				for (int i = 0; i < ItemTemplate.MaxSocketCount; i++)
                {
                    packet.WriteInt(item.Sockets[i].SocketColor);
                    packet.WriteInt(item.Sockets[i].Unknown);
                }
                packet.WriteInt(item.SocketBonusId);
                packet.WriteInt(item.GemProperties);
                packet.WriteInt(item.ExtendedCost);
                packet.WriteInt(item.RequiredArenaRanking);
                packet.WriteInt(item.RequiredDisenchantingLevel);
                packet.WriteFloat(item.ArmorModifier);

                client.Send(packet);
            }
//.........这里部分代码省略.........
开发者ID:KroneckerX,项目名称:WCell,代码行数:101,代码来源:Item.Handlers.cs

示例14: SendItemQueryResponse

        public static void SendItemQueryResponse(IRealmClient client, ItemTemplate item)
        {
            var locale = client.Info.Locale;
            using (var packet = new RealmPacketOut(RealmServerOpCode.SMSG_ITEM_QUERY_SINGLE_RESPONSE, 630))
            {
                packet.Write(item.Id);
                packet.Write((uint)item.Class);
                packet.Write((uint)item.SubClass);
                packet.Write(item.Unk0); // unknown

                packet.WriteCString(item.Names.Localize(locale));
                packet.Write((byte)0);// name2
                packet.Write((byte)0);// name3
                packet.Write((byte)0);// name4

                packet.Write(item.DisplayId);
                packet.Write((uint)item.Quality);
                packet.Write((uint)item.Flags);
                packet.Write((uint)item.Flags2);		// new 3.2.0
                packet.Write(item.BuyPrice);
                packet.Write(item.SellPrice);
                packet.Write((uint)item.InventorySlotType);
                packet.Write((uint)item.RequiredClassMask);
                packet.Write((uint)item.RequiredRaceMask);
                packet.Write(item.Level);
                packet.Write(item.RequiredLevel);
                packet.Write(item.RequiredSkill != null ? (int)item.RequiredSkill.Id : 0);
                packet.Write(item.RequiredSkillValue);
                packet.Write(item.RequiredProfession != null ? item.RequiredProfession.Id : 0);
                packet.Write(item.RequiredPvPRank);
                packet.Write(item.UnknownRank);// PVP Medal
                packet.Write(item.RequiredFaction != null ? (int)item.RequiredFaction.Id : 0);
                packet.Write((uint)item.RequiredFactionStanding);
                packet.Write(item.UniqueCount);
                packet.Write(item.MaxAmount);
                packet.Write(item.ContainerSlots);

                packet.Write(item.Mods.Length);
                for (var m = 0; m < item.Mods.Length; m++)
                {
                    packet.Write((uint)item.Mods[m].Type);
                    packet.Write(item.Mods[m].Value);
                }

                packet.Write(item.ScalingStatDistributionId);// NEW 3.0.2 ScalingStatDistribution.dbc
                packet.Write(item.ScalingStatValueFlags);// NEW 3.0.2 ScalingStatFlags

                // In 3.1 there are only 2 damages instead of 5
                for (var i = 0; i < ItemConstants.MaxDmgCount; i++)
                {
                    if(i >= item.Damages.Length)
                    {
                        packet.WriteFloat(0f);
                        packet.WriteFloat(0f);
                        packet.WriteUInt(0u);
                        continue;
                    }

                    var dmg = item.Damages[i];

                    packet.Write(dmg.Minimum);
                    packet.Write(dmg.Maximum);
                    packet.Write((uint)dmg.School);
                }

                for (var i = 0; i < ItemConstants.MaxResCount; i++)
                {
                    var res = item.Resistances[i];
                    packet.Write(res);
                }

                packet.Write(item.AttackTime);
                packet.Write((uint)item.ProjectileType);
                packet.Write(item.RangeModifier);

                for (var s = 0; s < ItemConstants.MaxSpellCount; s++)
                {
                    ItemSpell spell;
                    if(s < item.Spells.Length && (spell = item.Spells[s]) != null)
                    {
                        packet.Write((uint)spell.Id);
                        packet.Write((uint)spell.Trigger);
                        packet.Write((uint)Math.Abs(spell.Charges));
                        packet.Write(spell.Cooldown);
                        packet.Write(spell.CategoryId);
                        packet.Write(spell.CategoryCooldown);
                    }
                    else
                    {
                        packet.WriteUInt(0u);
                        packet.WriteUInt(0u);
                        packet.WriteUInt(0u);
                        packet.Write(-1);
                        packet.WriteUInt(0u);
                        packet.Write(-1);
                    }
                }

                packet.Write((uint)item.BondType);
                packet.WriteCString(item.Descriptions.Localize(locale));
//.........这里部分代码省略.........
开发者ID:Zakkgard,项目名称:WCell,代码行数:101,代码来源:ItemHandler.cs

示例15: SendMeleeDamage

		/// <param name="swingFlag">usually 1</param>
		/// <returns>The actual damage (all resistances subtracted)</returns>
		public static uint SendMeleeDamage(WorldObject attacker, WorldObject target, DamageType type, HitInfo hitInfo,
										uint totalAmount, uint absorbed, uint resisted, uint blocked, VictimState victimState)
		{
			uint amount = totalAmount - blocked - absorbed - resisted;
			using (RealmPacketOut packet = new RealmPacketOut(RealmServerOpCode.SMSG_ATTACKERSTATEUPDATE, 70)) {
				packet.WriteUInt((uint)hitInfo);
				attacker.EntityId.WritePacked(packet);
				target.EntityId.WritePacked(packet);

				packet.WriteUInt(totalAmount);
				packet.WriteByte(1);

				packet.WriteByte((uint)type);
				packet.WriteFloat(amount);
				packet.WriteUInt(amount);
				packet.WriteUInt(absorbed);
				packet.WriteUInt(resisted);

				packet.WriteUInt((uint)victimState);
				packet.Write(absorbed == 0 ? 0 : -1);
				packet.WriteUInt(0);
				packet.WriteUInt(blocked);

				target.PushPacketToSurroundingArea(packet, true, false);
			}
			return amount;
		}
开发者ID:pallmall,项目名称:WCell,代码行数:29,代码来源:CombatMgr.cs


注:本文中的RealmPacketOut.WriteFloat方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。