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#include "cPacket_EntityEquipment.h"
cPacket_EntityEquipment::cPacket_EntityEquipment( const cPacket_EntityEquipment & a_Copy )
{
m_PacketID = E_ENTITY_EQUIPMENT;
m_UniqueID = a_Copy.m_UniqueID;
m_Slot = a_Copy.m_Slot;
m_ItemID = a_Copy.m_ItemID;
m_Short = 0;
}
bool cPacket_EntityEquipment::Parse(cSocket & a_Socket)
{
m_Socket = a_Socket;
if( !ReadInteger( m_UniqueID ) ) return false;
if( !ReadShort ( m_Slot ) ) return false;
if( !ReadShort ( m_ItemID ) ) return false;
if( !ReadShort ( m_Short ) ) return false;
return true;
}
bool cPacket_EntityEquipment::Send(cSocket & a_Socket)
{
//LOG("InventoryChange:");
unsigned int TotalSize = c_Size;
char* Message = new char[TotalSize];
if( m_ItemID <= 0 ) m_ItemID = -1; // Fix, to make sure no invalid values are sent.
// WARNING: HERE ITS -1, BUT IN NAMED ENTITY SPAWN PACKET ITS 0 !!
//LOG("cPacket_EntityEquipment: Sending equipped item ID: %i", m_ItemID );
unsigned int i = 0;
AppendByte ( (char)m_PacketID, Message, i );
AppendInteger( m_UniqueID, Message, i );
AppendShort ( m_Slot, Message, i );
AppendShort ( m_ItemID, Message, i );
AppendShort ( m_Short, Message, i );
bool RetVal = !cSocket::IsSocketError( SendData( a_Socket, Message, TotalSize, 0 ) );
delete [] Message;
return RetVal;
}
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