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78
l2ooghelper/packet_send/ps_atk.cpp
Normal file
78
l2ooghelper/packet_send/ps_atk.cpp
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#include "stdafx.h"
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#include "Logger.h"
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#include "L2Client.h"
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void L2Client::send_RequestMagicSkillUse( unsigned int skillID,
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unsigned int ctrlPressed, unsigned char shiftPressed )
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{
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if( this->state != STATE_IN_GAME ) return; // only in game
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L2GamePacket *pack = new L2GamePacket();
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pack->setPacketType( 0x39 ); // RequestMagicSkillUse
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pack->writeUInt( skillID );
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pack->writeUInt( ctrlPressed );
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pack->writeUChar( shiftPressed );
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sendPacket( pack, true );
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delete pack; pack = NULL;
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}
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void L2Client::send_Action( unsigned int objectID, int x, int y, int z, unsigned char useShift )
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{
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if( this->state != STATE_IN_GAME ) return; // only in game
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if( x == 0 ) x = usr.x;
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if( y == 0 ) y = usr.y;
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if( z == 0 ) z = usr.z;
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L2GamePacket *pack = new L2GamePacket();
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pack->setPacketType( 0x1F ); // Action
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pack->writeUInt( objectID );
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pack->writeInt( x );
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pack->writeInt( y );
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pack->writeInt( z );
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pack->writeUChar( useShift );
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sendPacket( pack, true );
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delete pack; pack = NULL;
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}
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void L2Client::send_RequestTargetCanceld()
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{
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if( this->state != STATE_IN_GAME ) return; // only in game
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L2GamePacket *pack = new L2GamePacket();
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pack->setPacketType( 0x48 ); // RequestTargetCanceld
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pack->writeUShort( 0x0000 );
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sendPacket( pack, true );
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delete pack; pack = NULL;
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}
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void L2Client::send_AttackRequest( unsigned int objectID, int x, int y, int z, unsigned char useShift )
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{
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if( this->state != STATE_IN_GAME ) return; // only in game
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if( objectID == 0 ) objectID = usr.targetObjectID;
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if( objectID == 0 ) return;
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//
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if( x == 0 ) x = usr.x;
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if( y == 0 ) y = usr.y;
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if( z == 0 ) z = usr.z;
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//
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L2GamePacket *pack = new L2GamePacket();
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pack->setPacketType( 0x01 ); // AttackRequest
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pack->writeUInt( objectID );
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pack->writeInt( x );
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pack->writeInt( y );
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pack->writeInt( z );
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pack->writeUChar( useShift );
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sendPacket( pack, true );
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delete pack; pack = NULL;
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}
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void L2Client::send_RequestAutoSoulshot( unsigned int itemID, bool enable )
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{
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if( this->state != STATE_IN_GAME ) return; // only in game
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L2GamePacket *pack = new L2GamePacket();
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pack->setPacketType( 0xD0 );
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pack->writeUShort( 0x000D ); // D0:000D RequestAutoSoulshot
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pack->writeUInt( itemID );
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enable ? pack->writeUInt( 1 ) : pack->writeUInt( 0 );
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sendPacket( pack, true );
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delete pack; pack = NULL;
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}
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