本文整理汇总了C#中System.Utils.WriteShort方法的典型用法代码示例。如果您正苦于以下问题:C# Utils.WriteShort方法的具体用法?C# Utils.WriteShort怎么用?C# Utils.WriteShort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类System.Utils
的用法示例。
在下文中一共展示了Utils.WriteShort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: serialize
public void serialize(Utils.Objects.Packet sender)
{
sender.WriteShort((short)Base);
sender.WriteShort((short)ObjectsAndMountBonus);
sender.WriteShort((short)AlignGiftBonus);
sender.WriteShort((short)ContextModif);
}
示例2: serialize
public static void serialize(Utils.Objects.Packet sender, int accountId)
{
sender.WriteInt(accountId);
sender.WriteBool(false); // tutorial available
sender.WriteShort(8191); // breeds visible
sender.WriteShort(2047); // breeds available
}
示例3: serialize
public static void serialize(Utils.Objects.Packet sender, List<int> path, Global.Character actor)
{
sender.WriteShort( (short)path.Count );
foreach (int cell in path)
sender.WriteShort((short)cell);
sender.WriteInt(actor.Guid);
}
示例4: serialize
public static void serialize(Utils.Objects.Packet sender, Global.FriendList friends)
{
sender.WriteShort((short)friends.Count);
foreach (Types.context.FriendInformations friend in friends.ToList())
{
sender.WriteShort((short)friend.ProtocolID);
friend.serialize(sender);
}
}
示例5: serialize
public static void serialize(Utils.Objects.Packet sender, List<Types.game.friend.FriendInformations> friends)
{
sender.WriteShort((short)friends.Count);
foreach (Types.game.friend.FriendInformations friend in friends)
{
sender.WriteShort((short)friend.ProtocolID);
friend.serialize(sender);
}
}
示例6: serialize
public static void serialize(Utils.Objects.Packet sender, List<Channel> enabled, List<Channel> disabled)
{
sender.WriteShort( (short)enabled.Count );
foreach (Channel chan in enabled)
sender.WriteByte( (byte)chan );
sender.WriteShort( (short)disabled.Count );
foreach (Channel chan in disabled)
sender.WriteByte( (byte)chan );
}
示例7: serialize
public void serialize(Utils.Objects.Packet sender)
{
sender.WriteInt(_target.Guid);
////// ENTITY LOOK //////
sender.WriteShort(1); // bones ID
sender.WriteShort(1); // nSkins
sender.WriteShort( (short)( (int)_target.Classe * 10 + (int)_target.Sexe) );
sender.WriteShort((short)5);
for (int i = 0; i < 5; ++i)
sender.WriteInt(_target.Colors[i] | (i + 1) * 0x1000000);
sender.WriteShort(1); // nScales
sender.WriteShort( (short)140 );
sender.WriteShort(0); // nSubEntities
////// ENTITY DISPOSITION
sender.WriteShort(60); // EntityDisposition id
sender.WriteShort(_target.CurCell);
sender.WriteByte( (byte)_target.Direction );
}
开发者ID:Emudofus,项目名称:Aldos,代码行数:27,代码来源:GameRolePlayActorInformations+(Antoine-PC's+conflicted+copy+2011-02-12).cs
示例8: serialize
public void serialize(Utils.Objects.Packet sender)
{
// MINIMAL INFO
sender.WriteInt(Member.Guid);
sender.WriteByte((byte)Member.Level);
sender.WriteUTF(Member.Name);
// LOOK
sender.WriteShort(1); // bones ID
sender.WriteShort(1); // nSkins
sender.WriteShort((short)((int)Member.Classe * 10 + (int)Member.Sexe));
sender.WriteShort((short)5);
for (int i = 0; i < 5; ++i)
sender.WriteInt(Member.Colors[i] | (i + 1) * 0x1000000);
sender.WriteShort(1); // nScales
sender.WriteShort((short)140);
sender.WriteShort(0); // nSubEntities
// PARTY
sender.WriteInt(Member.Characteristics.lifePoints);
sender.WriteInt(Member.Characteristics.maxLifePoints);
sender.WriteShort((short)Member.Characteristics.prospecting.Total);
sender.WriteByte(0); // regenRate
sender.WriteShort((short)Member.Characteristics.initiative.Total);
sender.WriteBool(false); // pvp enabled
sender.WriteByte(0); // alignment side
}
示例9: serialize
public void serialize(Utils.Objects.Packet sender)
{
sender.WriteByte((byte)alignmentSide);
sender.WriteByte((byte)alignmentValue);
sender.WriteByte((byte)alignmentGrade);
sender.WriteShort((short)dishonor);
sender.WriteInt(characterPower);
sender.WriteShort((short)honor);
sender.WriteShort((short)honorGradeFloor);
sender.WriteShort((short)honorNextGradeFloor);
sender.WriteBool(pvpEnabled);
}
示例10: serialize
public static void serialize(Utils.Objects.Packet sender, Enums.TextInformationType type, int msgId, string message)
{
sender.WriteByte((byte)type);
sender.WriteShort((byte)msgId);
if (message != string.Empty)
{
sender.WriteShort(1); // nMessages
sender.WriteUTF(message);
}
else
sender.WriteShort(0); // nMessages
}
示例11: serialize
public void serialize(Utils.Objects.Packet sender)
{
sender.WriteInt(_target.Guid);
////// ENTITY LOOK //////
sender.WriteShort(1); // bones ID
sender.WriteShort(1); // nSkins
sender.WriteShort( (short)( (int)_target.Classe * 10 + (int)_target.Sexe) );
sender.WriteShort((short)5);
for (int i = 0; i < 5; ++i)
sender.WriteInt(_target.Colors[i] | (i + 1) * 0x1000000);
sender.WriteShort(1); // nScales
sender.WriteShort( (short)140 );
sender.WriteShort(0); // nSubEntities
////// ENTITY DISPOSITION
sender.WriteShort((short)Types.game.context.EntityDispositionInformations.ProtocolID);
_target.Disposition.serialize(sender);
}
示例12: serialize
public static void serialize(Utils.Objects.Packet sender, List<Global.Character> characters)
{
// On classe la liste dans l'ordre décroissant de la dernière utilisation
characters = characters.OrderByDescending(x => x.LastUse).ToList();
sender.WriteBool(false); // hasStartupActions
sender.WriteShort( (short)characters.Count );
foreach (Global.Character each in characters)
{
sender.WriteShort((short)Types.game.character.CharacterBaseInformations.ProtocolID);
new Types.game.character.CharacterBaseInformations(each).serialize(sender);
}
}
示例13: serialize
public static void serialize(Utils.Objects.Packet sender)
{
int nFlags = 0;
sender.WriteShort((short)nFlags);
for (int i = 0; i < nFlags; ++i)
sender.WriteInt(0);
}
示例14: serialize
public static void serialize(Utils.Objects.Packet sender, List<int> path, int targetMap)
{
sender.WriteShort( (short)path.Count );
foreach (int cell in path)
sender.WriteCell(cell);
sender.WriteInt(targetMap);
}
示例15: serialize
public static void serialize(Utils.Objects.Packet sender, string ticket, string senderIp)
{
sender.WriteShort( (short)GlobalConfig.Network.Game.Guid );
sender.WriteUTF(senderIp == "127.0.0.1" ? "127.0.0.1" : GlobalConfig.Network.IP);
sender.WriteUShort( (ushort)GlobalConfig.Network.Game.Port );
sender.WriteBool(true); // can create characters
sender.WriteUTF(ticket);
}