#include "stdafx.h" #include "Logger.h" #include "UserAI.h" /** writeC(0x6b); writeD(_dat1); writeD(_time); writeD(_time2);*/ void UserAI::UAI_Parse_SetupGauge( class UserAI *cls, void *l2_game_packet ) { L2GamePacket *p = (L2GamePacket *)l2_game_packet; p->getPacketType(); unsigned int color = p->readD(); unsigned int currentTime = p->readD(); //unsigned int maxTime = p->readD(); //log_error( LOG_DEBUG, "SetupGauge: %u, %u, %u\n", color, currentTime, maxTime ); switch( color ) { case 0: cls->skills.startCasting( currentTime ); break; // cast // case 1: // arrow shoot? case 2: // under water breathe { if( currentTime == 0 ) log_error( LOG_USERAI, "Not sinking!" ); else log_error( LOG_USERAI, "Sinking under water!" ); } break; } } void UserAI::UAI_Parse_SkillList( class UserAI *cls, void *l2_game_packet ) { L2GamePacket *p = (L2GamePacket *)l2_game_packet; cls->skills.parse_SkillList( p ); } void UserAI::UAI_Parse_SkillCoolTime( class UserAI *cls, void *l2_game_packet ) { L2GamePacket *p = (L2GamePacket *)l2_game_packet; cls->skills.parse_SkillCoolTime( p ); } void UserAI::UAI_Parse_MagicSkillUse( class UserAI *cls, void *l2_game_packet ) { L2GamePacket *p = (L2GamePacket *)l2_game_packet; p->getPacketType(); unsigned int oid = p->readUInt(); if( oid == cls->usr.objectID ) // user cast cls->skills.parse_MagicSkillUse( p ); } void UserAI::UAI_Parse_MagicSkillCancelled( class UserAI *cls, void *l2_game_packet ) { L2GamePacket *p = (L2GamePacket *)l2_game_packet; p->getPacketType(); unsigned int oid = p->readUInt(); if( oid == cls->usr.objectID ) { cls->skills.stopCasting(); log_error( LOG_USERAI, "Cast break!\n" ); } }