To fix use this: Game.network.clientpacket.PROTOCOL_INTENTORY_ENTER_REQ
game.network.clientpacket.PROTOCOL_INVENTORY_ENTER_REQCode:using System; using System.Collections.Generic; using System.Linq; using System.Text; using Game.Network.ServerPacket; using Core.Model; namespace Game.Network.ClientPacket { class PROTOCOL_INVENTORY_ENTER_REQ : ReceivePacket { private int test; public PROTOCOL_INVENTORY_ENTER_REQ(GameNetwork Client, byte[] data) { makeme(Client, data); } public override void ReadImpl() { } public override void RunImpl() { Room room = getClient().getPlayer().getRoom(); if (room == null) { Logger.Info("You aren't in a room!"); getClient().SendPacket(new PROTOCOL_INVENTORY_ENTER_ACK()); } else { Logger.Info("You are in a room!"); getClient().getPlayer().getRoom().getRoomSlotByPlayer(getClient().getPlayer()).setState(SLOT_STATE.SLOT_STATE_INVENTORY); getClient().SendPacket(new PROTOCOL_INVENTORY_ENTER_ACK()); } } } }
game.network.clientpacket.PROTOCOL_SHOP_ENTER_REQCode:using System; using System.Collections.Generic; using System.Linq; using System.Text; using Game.Network.ServerPacket; using Core.Model; using Core.Database.Tables; namespace Game.Network.ClientPacket { class PROTOCOL_INVENTORY_LEAVE_REQ : ReceivePacket { public PROTOCOL_INVENTORY_LEAVE_REQ(GameNetwork Client, byte[] data) { makeme(Client, data); } private int type; public override void ReadImpl() { Player player = getClient().getPlayer(); type = ReadD(); // Тип одеваемых предметов if (type == 3) { // если 3 - оружие + скины, маски, береты - 40 байт PlayerEquipTable.EquipAllSlots(player.AccountID, ReadD(), ReadD(), ReadD(), ReadD(), ReadD(), ReadD(), ReadD(), ReadD(), ReadD(), ReadD()); } else if (type == 2) { // если 2 - оружие - 20 байт PlayerEquipTable.EquipWeaponsSlots(player.AccountID, ReadD(), ReadD(), ReadD(), ReadD(), ReadD()); } else if (type == 1) { // если 1 - скины, маски, береты - 20 байт PlayerEquipTable.EquipArmorsSlots(player.AccountID, ReadD(), ReadD(), ReadD(), ReadD(), ReadD()); } } public override void RunImpl() { Room room = getClient().getPlayer().getRoom(); if (room == null) { Logger.Info("You aren't in a room!"); getClient().SendPacket(new PROTOCOL_INVENTORY_LEAVE_ACK()); } else { Logger.Info("You are in a room!"); getClient().getPlayer().getRoom().getRoomSlotByPlayer(getClient().getPlayer()).setState(SLOT_STATE.SLOT_STATE_NORMAL); getClient().SendPacket(new PROTOCOL_INVENTORY_LEAVE_ACK()); } } } }
game.network.clientpacket.PROTOCOL_SHOP_LEAVE_REQCode:using System; using System.Collections.Generic; using System.Linq; using System.Text; using Game.Network.ServerPacket; using Core.Model; namespace Game.Network.ClientPacket { class PROTOCOL_SHOP_ENTER_REQ : ReceivePacket { public PROTOCOL_SHOP_ENTER_REQ(GameNetwork Client, byte[] data) { makeme(Client, data); } public override void ReadImpl() { } public override void RunImpl() { Room room = getClient().getPlayer().getRoom(); if (room == null) { Logger.Info("You aren't in a room!"); getClient().SendPacket(new PROTOCOL_SHOP_ENTER_ACK()); } else { Logger.Info("You are in a room!"); getClient().getPlayer().getRoom().getRoomSlotByPlayer(getClient().getPlayer()).setState(SLOT_STATE.SLOT_STATE_SHOP); getClient().SendPacket(new PROTOCOL_SHOP_ENTER_ACK()); } } } }
Code:using System; using System.Collections.Generic; using System.Linq; using System.Text; using Game.Network.ServerPacket; using Core.Model; namespace Game.Network.ClientPacket { class PROTOCOL_SHOP_LEAVE_REQ : ReceivePacket { public PROTOCOL_SHOP_LEAVE_REQ(GameNetwork Client, byte[] data) { makeme(Client, data); } public override void ReadImpl() { } public override void RunImpl() { Room room = getClient().getPlayer().getRoom(); if (room == null) { Logger.Info("You aren't in a room!"); getClient().SendPacket(new PROTOCOL_SHOP_LEAVE_ACK()); } else { Logger.Info("You are in a room!"); getClient().getPlayer().getRoom().getRoomSlotByPlayer(getClient().getPlayer()).setState(SLOT_STATE.SLOT_STATE_NORMAL); getClient().SendPacket(new PROTOCOL_SHOP_LEAVE_ACK()); } } } }



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