* Fixes a bug with the main loop. Removes unnecessary optimizations for RDRand. * WIP - Rewriting packets. * Cleanup and updates README * Converts more packets * Fixes header * Converts Effects packets. * Forgot the send command * Adds the start of containers packets. * Adds message packets with caching * Extends the send methods * Starts to add Acquire methods * Converted the packets * Cleanup * Cleanup * Adds more packets * Adds more packets * Fixes clearing arrays from pool. Adds Mobile Incoming * Converts more packets. * Moves more packets * Moves more packets * Test compression * Merges * Migrating to an idiomatic syntax that also supports compression, and proxying. * Optimize the stack alloc. Changes attributes * Converted container packets * Visual Studio doesn't auto save files. I am still getting used to subpar IDEs. * Adds static packet caching. Will profile later. Converts more packets * Fixes packets and changes how compression is configured * WIP - Adds basics for Gumps. Not finished though. * Fix file * Fixes formatting * Changed SpanWriter to be more idiomatic. * Fixes Span vs RawSpan and missing stackallocs * Converts over some more gumps * WIP - Deletes 32bit support. * Drops RDRand32 support. * Fixes gump compilation * Converting gump components * Removes old huffman compression function * Revert signature for backwards compatibility * WIP - Converting more gump components * Creates ArraySet for the strings. Updates AppendTo to reference that. * Converts the maining gump components * Cleans up gump components * Cleans up directives * Cleans up ArraySet and moves it. Adds null-coalescing-assignment * Cleanup, Target Packets, and C# 8 changes. * Removed OPL Packet * World packets * Fixing packet uses * Cleans up code. Fixes packet uses in various places. * More cleanup for packets * Code cleanup * Converts more packet uses and cleans up more code * More code cleanup * Finishes fixing the packets in Item * Updates secure trade packets * Updates core and gets it to compile. * Moved packets to scripts. Fixed account handler use of packets * Code cleanup * Updates chat packets * Code cleanuo * Adds party packets, but need to implement them. * Party packets WIP * Finishes party packets * Rearrange movement namespaces and classes * Finishes plant packets * Code Formatting * Fixes moving effects * Code cleanup, eliminates equipinfo * Adds more packets. Fixes bugs with various packets. * Finishes mahjon packets * Fixes mahjong packet * Code cleanup * Finishes mahjong packets * Adds Map packets * Add multifacet maps and charts * Cleans up some packets with UTF8 * Optimizes packets * Cleans up more packets. Moves the MessageHelper * Removes assistant support. Removes extended protocol. Incorporates MapUO packets as normal packets. * Updates protocol extensions packet receiver * Fixes a few bugs. Fixes a few more packets. * Code cleanup and fixing more packets * Fixes packet effects * Cleaned up more code * Buff Icon cleanup * Removed unused constructors * Code Cleanup. Adds BoatHS Packets * Moves house files. Updates house foundation packets. * Deployment cleanup * Fixes: * Code cleanup * More code cleanup * More code cleanup * Cleaned up BaseHouse * Enforces styling * Converts foreach to linq where possible. * Dont need that * Goals/Readme updates * Removes 32bit support at the highest level. Turns on HRT by default. * Code cleanup. Fixes extended features packet. * Fixes various bugs * Code cleanup * Code cleanup * Code cleanup. Fixes gump X/Y assignment. * Code cleanup using |= operator * More code cleanup * Cleanup * Fixes spacing issues. Thanks Visual Studio. You suck. * Compiler error * Fixes NPE from RunUO 2.7 * Renames ScriptCompiler to AssemblyHandler. Fixes packets. Updates README * Fixes more packets. Stupid trailing nulls. * Fixes various bugs. * Fixes for gumps * Fixes more gump stuff. Going to split it out later since it is getting insane * Recoded the gump writing * WIP * *Added output path of scripts project to dev branch *Activated debugging in code
283 lines
9 KiB
C#
283 lines
9 KiB
C#
using Server.Buffers;
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namespace Server.Network
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{
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public enum EffectType : byte
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{
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Moving,
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Lightning,
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FixedXYZ,
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FixedFrom,
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Screen
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}
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public enum ScreenEffectType : short
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{
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FadeOut,
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FadeIn,
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LightFlash,
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FadeInOut,
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DarkFlash
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}
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public static partial class Packets
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{
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private static readonly int ParticleEffectPacketLength = 49;
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private static readonly int HuedEffectPacketLength = 36;
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private static readonly int OldEffectPacketLength = 28;
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public static void SendParticalEffect(NetState ns, EffectType type, Serial from, Serial to,
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int itemId, IPoint3D fromPoint, IPoint3D toPoint, int speed, int duration, bool fixedDirection,
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bool explode, int hue, int renderMode, int effect, int explodeEffect, int explodeSound, Serial serial,
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int layer, int unknown)
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{
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if (ns == null)
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return;
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SpanWriter w = new SpanWriter(stackalloc byte[ParticleEffectPacketLength]);
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w.Write((byte)0xC7); // Packet ID
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w.Write((byte)type);
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w.Write(from);
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w.Write(to);
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w.Write((short)itemId);
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w.Write((short)fromPoint.X);
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w.Write((short)fromPoint.Y);
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w.Write((sbyte)fromPoint.Z);
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w.Write((short)toPoint.X);
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w.Write((short)toPoint.Y);
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w.Write((sbyte)toPoint.Z);
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w.Write((byte)speed);
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w.Write((byte)duration);
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w.Position += 2;
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// w.Write((byte)0);
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// w.Write((byte)0);
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w.Write(fixedDirection);
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w.Write(explode);
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w.Write(hue);
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w.Write(renderMode);
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w.Write((short)effect);
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w.Write((short)explodeEffect);
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w.Write((short)explodeSound);
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w.Write(serial);
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w.Write((byte)layer);
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w.Write((short)unknown);
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ns.Send(w.RawSpan);
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}
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public static void SendHuedEffect(NetState ns, EffectType type, Serial from, Serial to, int itemId,
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IPoint3D fromPoint, IPoint3D toPoint, int speed, int duration, bool fixedDirection, bool explode, int hue,
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int renderMode)
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{
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if (ns == null)
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return;
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SpanWriter w = new SpanWriter(stackalloc byte[HuedEffectPacketLength]);
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w.Write((byte)0xC0); // Packet ID
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w.Write((byte)type);
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w.Write(from);
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w.Write(to);
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w.Write((short)itemId);
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w.Write((short)fromPoint.X);
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w.Write((short)fromPoint.Y);
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w.Write((sbyte)fromPoint.Z);
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w.Write((short)toPoint.X);
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w.Write((short)toPoint.Y);
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w.Write((sbyte)toPoint.Z);
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w.Write((byte)speed);
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w.Write((byte)duration);
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w.Position += 2;
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// w.Write((byte)0);
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// w.Write((byte)0);
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w.Write(fixedDirection);
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w.Write(explode);
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w.Write(hue);
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w.Write(renderMode);
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ns.Send(w.RawSpan);
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}
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public static void SendScreenEffect(NetState ns, ScreenEffectType screen)
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{
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if (ns == null)
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return;
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SpanWriter w = new SpanWriter(stackalloc byte[HuedEffectPacketLength]);
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w.Write((byte)0xC0); // Packet ID
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w.Write((byte)0x04);
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w.Position += 8;
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w.Write((short)screen);
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ns.Send(w.RawSpan);
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}
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public static void SendScreenOldEffect(NetState ns, ScreenEffectType screen)
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{
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if (ns == null)
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return;
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SpanWriter w = new SpanWriter(stackalloc byte[OldEffectPacketLength]);
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w.Write((byte)0x70); // Packet ID
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w.Write((byte)0x04);
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w.Position += 8;
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w.Write((short)screen);
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ns.Send(w.RawSpan);
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}
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public static void SendBoltEffect(NetState ns, IEntity target)
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{
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if (ns == null)
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return;
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SpanWriter w = new SpanWriter(stackalloc byte[HuedEffectPacketLength]);
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w.Write((byte)0xC0); // Packet ID
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w.Write((byte)0x01);
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w.Write(target.Serial);
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w.Position += 6;
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w.Write((short)target.X);
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w.Write((short)target.Y);
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w.Write((sbyte)target.Z);
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w.Write((short)target.X);
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w.Write((short)target.Y);
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w.Write((sbyte)target.Z);
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ns.Send(w.RawSpan);
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}
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public static void SendOldBoltEffect(NetState ns, IEntity target)
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{
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if (ns == null)
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return;
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SpanWriter w = new SpanWriter(stackalloc byte[OldEffectPacketLength]);
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w.Write((byte)0x70); // Packet ID
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w.Write((byte)0x01);
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w.Write(target.Serial);
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w.Position += 6;
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w.Write((short)target.X);
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w.Write((short)target.Y);
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w.Write((sbyte)target.Z);
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w.Write((short)target.X);
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w.Write((short)target.Y);
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w.Write((sbyte)target.Z);
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ns.Send(w.RawSpan);
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}
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public static void SendEffect(NetState ns, EffectType type, Serial from, Serial to, int itemId,
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IPoint3D fromPoint, IPoint3D toPoint, int speed, int duration, bool fixedDirection, bool explode)
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{
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if (ns == null)
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return;
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SpanWriter w = new SpanWriter(stackalloc byte[HuedEffectPacketLength]);
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w.Write((byte)0xC0); // Packet ID
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w.Write((byte)type);
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w.Write(from);
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w.Write(to);
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w.Write((short)itemId);
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w.Write((short)fromPoint.X);
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w.Write((short)fromPoint.Y);
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w.Write((sbyte)fromPoint.Z);
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w.Write((short)toPoint.X);
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w.Write((short)toPoint.Y);
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w.Write((sbyte)toPoint.Z);
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w.Write((byte)speed);
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w.Write((byte)duration);
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w.Position += 2;
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// w.Write((byte)0);
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// w.Write((byte)0);
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w.Write(fixedDirection);
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w.Write(explode);
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ns.Send(w.RawSpan);
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}
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public static void SendOldEffect(NetState ns, EffectType type, Serial from, Serial to, int itemId,
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IPoint3D fromPoint, IPoint3D toPoint, int speed, int duration, bool fixedDirection, bool explode)
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{
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if (ns == null)
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return;
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SpanWriter w = new SpanWriter(stackalloc byte[OldEffectPacketLength]);
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w.Write((byte)0x70); // Packet ID
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w.Write((byte)type);
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w.Write(from);
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w.Write(to);
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w.Write((short)itemId);
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w.Write((short)fromPoint.X);
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w.Write((short)fromPoint.Y);
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w.Write((sbyte)fromPoint.Z);
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w.Write((short)toPoint.X);
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w.Write((short)toPoint.Y);
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w.Write((sbyte)toPoint.Z);
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w.Write((byte)speed);
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w.Write((byte)duration);
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w.Position += 2;
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// w.Write((byte)0);
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// w.Write((byte)0);
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w.Write(fixedDirection);
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w.Write(explode);
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ns.Send(w.RawSpan);
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}
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public static void SendLocationParticleEffect(NetState ns, IEntity e, int itemId, int speed, int duration, int hue, int renderMode,
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int effect, int unknown)
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{
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SendParticalEffect(ns, EffectType.FixedXYZ, e.Serial, Serial.Zero, itemId, e.Location, e.Location, speed, duration,
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true, false, hue, renderMode, effect, 1, 0, e.Serial, 255, unknown);
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}
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public static void SendLocationHuedEffect(NetState ns, IPoint3D p, int itemId, int speed, int duration, int hue, int renderMode)
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{
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SendHuedEffect(ns, EffectType.FixedXYZ, Serial.Zero, Serial.Zero, itemId, p, p, speed, duration, true, false,
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hue, renderMode);
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}
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public static void SendMovingParticleEffect(NetState ns, IEntity from, IEntity to, int itemId, int speed, int duration, bool fixedDirection,
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bool explodes, int hue, int renderMode, int effect, int explodeEffect, int explodeSound, EffectLayer layer,
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int unknown)
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{
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SendParticalEffect(ns, EffectType.Moving, from.Serial, to.Serial, itemId, from.Location, to.Location, speed,
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duration, fixedDirection, explodes, hue, renderMode, effect, explodeEffect, explodeSound, Serial.Zero,
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(int)layer, unknown);
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}
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public static void SendMovingHuedEffect(NetState ns, IEntity from, IEntity to, int itemId, int speed, int duration, bool fixedDirection,
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bool explodes, int hue, int renderMode)
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{
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SendHuedEffect(ns, EffectType.Moving, from.Serial, to.Serial, itemId, from.Location,
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to.Location, speed, duration, fixedDirection, explodes, hue, renderMode);
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}
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public static void SendMovingHuedEffect(NetState ns, IPoint3D from, IPoint3D to, int itemId, int speed, int duration, bool fixedDirection,
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bool explodes, int hue, int renderMode)
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{
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SendHuedEffect(ns, EffectType.Moving, Serial.Zero, Serial.Zero, itemId, from,
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to, speed, duration, fixedDirection, explodes, hue, renderMode);
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}
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public static void SendTargetParticleEffect(NetState ns, IEntity e, int itemId, int speed, int duration, int hue, int renderMode,
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int effect, int layer, int unknown)
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{
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SendParticalEffect(ns, EffectType.FixedFrom, e.Serial, Serial.Zero, itemId, e.Location, e.Location,
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speed, duration, true, false, hue, renderMode, effect, 1, 0, e.Serial, layer, unknown);
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}
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public static void SendTargetHuedEffect(NetState ns, IEntity e, int itemId, int speed, int duration, int hue, int renderMode)
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{
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SendHuedEffect(ns, EffectType.FixedFrom, e.Serial, Serial.Zero, itemId, e.Location, e.Location, speed, duration,
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true, false, hue, renderMode);
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}
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}
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}
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