fix(net): Clean up for mobile packets (#338)

### Breaking Change
- [X] `Mobile.GetOldPacketFlags()` no longer exists. Instead there is a flag for `Mobile.GetPacketFlags()`.

### Non-Breaking Changes
- [X] Consolidates move to world for mobiles
- [X] Consolidates mobile packets between stygian abyss and older

This PR supersedes changes in #337. That PR will need to be redone and broken out anyway.
This commit is contained in:
Kamron Batman 2020-12-10 17:46:58 -08:00 committed by GitHub
parent 4b2e4fbd36
commit d71856ddbe
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GPG key ID: 4AEE18F83AFDEB23
8 changed files with 234 additions and 932 deletions

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@ -316,75 +316,26 @@ namespace Server.Network
state.Sequence = 0;
if (state.NewMobileIncoming)
{
state.Send(new MobileUpdate(m));
state.Send(new MobileUpdate(m));
state.Send(new MobileUpdate(m, state.StygianAbyss));
state.Send(new MobileUpdate(m, state.StygianAbyss));
m.CheckLightLevels(true);
m.CheckLightLevels(true);
state.Send(new MobileUpdate(m));
state.Send(new MobileUpdate(m, state.StygianAbyss));
state.Send(new MobileIncoming(m, m));
// state.Send( new MobileAttributes( m ) );
state.Send(new MobileStatus(m, m));
state.SendSetWarMode(m.Warmode);
state.Send(new MobileIncoming(state, m, m));
// state.Send( new MobileAttributes( m ) );
state.Send(new MobileStatus(m, m));
state.SendSetWarMode(m.Warmode);
m.SendEverything();
m.SendEverything();
state.SendSupportedFeature();
state.Send(new MobileUpdate(m));
// state.Send( new MobileAttributes( m ) );
state.Send(new MobileStatus(m, m));
state.SendSetWarMode(m.Warmode);
state.Send(new MobileIncoming(m, m));
}
else if (state.StygianAbyss)
{
state.Send(new MobileUpdate(m));
state.Send(new MobileUpdate(m));
m.CheckLightLevels(true);
state.Send(new MobileUpdate(m));
state.Send(new MobileIncomingSA(m, m));
// state.Send( new MobileAttributes( m ) );
state.Send(new MobileStatus(m, m));
state.SendSetWarMode(m.Warmode);
m.SendEverything();
state.SendSupportedFeature();
state.Send(new MobileUpdate(m));
// state.Send( new MobileAttributes( m ) );
state.Send(new MobileStatus(m, m));
state.SendSetWarMode(m.Warmode);
state.Send(new MobileIncomingSA(m, m));
}
else
{
state.Send(new MobileUpdateOld(m));
state.Send(new MobileUpdateOld(m));
m.CheckLightLevels(true);
state.Send(new MobileUpdateOld(m));
state.Send(new MobileIncomingOld(m, m));
// state.Send( new MobileAttributes( m ) );
state.Send(new MobileStatus(m, m));
state.SendSetWarMode(m.Warmode);
m.SendEverything();
state.SendSupportedFeature();
state.Send(new MobileUpdateOld(m));
// state.Send( new MobileAttributes( m ) );
state.Send(new MobileStatus(m, m));
state.SendSetWarMode(m.Warmode);
state.Send(new MobileIncomingOld(m, m));
}
state.SendSupportedFeature();
state.Send(new MobileUpdate(m, state.StygianAbyss));
// state.Send( new MobileAttributes( m ) );
state.Send(new MobileStatus(m, m));
state.SendSetWarMode(m.Warmode);
state.Send(new MobileIncoming(state, m, m));
state.SendLoginComplete();
state.Send(new CurrentTime());