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Packet.cs
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Packet.cs
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namespace LeagueSharp.Common
{
using System;
using System.Collections.Generic;
using System.Linq;
using SharpDX;
/// <summary>
/// Helps in decoding packets. This is not currently updated past 4.21!
/// </summary>
[Obsolete("Jodus wears dirty socks", false)]
public static class Packet
{
#region Constructors and Destructors
/// <summary>
/// Initializes static members of the <see cref="Packet" /> class.
/// </summary>
static Packet()
{
Console.WriteLine(
@"LeagueSharp.Common.Packet will be removed soon, use LeagueSharp.Network.Packets instead");
}
#endregion
#region Enums
/// <summary>
/// The states of actions.
/// </summary>
public enum ActionStates
{
/// <summary>
/// The begin recall state
/// </summary>
BeginRecall = 111207118,
/// <summary>
/// The finish recall state
/// </summary>
FinishRecall = 97690254,
}
/// <summary>
/// The type of attack.
/// </summary>
public enum AttackTypePacket
{
/// <summary>
/// Circular skillshots.
/// </summary>
Circular = 0,
/// <summary>
/// Cone and Skillshot spells
/// </summary>
ConeSkillShot = 1,
/// <summary>
/// Targeted spells and AAs
/// </summary>
TargetedAA = 2,
}
/// <summary>
/// The type of damage.
/// </summary>
public enum DamageTypePacket
{
/// <summary>
/// Magical Damage (AP)
/// </summary>
Magical = 4,
/// <summary>
/// A Critical Attack
/// </summary>
CriticalAttack = 11,
/// <summary>
/// Physical Damage (AD)
/// </summary>
Physical = 12,
/// <summary>
/// True Damage
/// </summary>
True = 36,
}
/// <summary>
/// Types of emotes.
/// </summary>
public enum Emotes
{
/// <summary>
/// Dance
/// </summary>
Dance = 0x00,
/// <summary>
/// Joke
/// </summary>
Joke = 0x03,
/// <summary>
/// Taunt
/// </summary>
Taunt = 0x01,
/// <summary>
/// Laugh
/// </summary>
Laugh = 0x02,
}
/// <summary>
/// Type of floating text on a hero.
/// </summary>
public enum FloatTextPacket
{
/// <summary>
/// Invulnerable
/// </summary>
Invulnerable,
/// <summary>
/// Special
/// </summary>
Special,
/// <summary>
/// Heal
/// </summary>
Heal,
/// <summary>
/// Mana heal
/// </summary>
ManaHeal,
/// <summary>
/// Mana Damage
/// </summary>
ManaDmg,
/// <summary>
/// Dodge
/// </summary>
Dodge,
/// <summary>
/// Critical
/// </summary>
Critical,
/// <summary>
/// Experience
/// </summary>
Experience,
/// <summary>
/// Gold
/// </summary>
Gold,
/// <summary>
/// Level
/// </summary>
Level,
/// <summary>
/// Disable
/// </summary>
Disable,
/// <summary>
/// Quest Received
/// </summary>
QuestRecv,
/// <summary>
/// Quest Done
/// </summary>
QuestDone,
/// <summary>
/// Score
/// </summary>
Score,
/// <summary>
/// Physical Damage
/// </summary>
PhysDmg,
/// <summary>
/// Magic Damage
/// </summary>
MagicDmg,
/// <summary>
/// True Damage
/// </summary>
TrueDmg,
/// <summary>
/// Enemy Physical Damage
/// </summary>
EnemyPhysDmg,
/// <summary>
/// Enemy Magic Damage
/// </summary>
EnemyMagicDmg,
/// <summary>
/// Enemy True Damage
/// </summary>
EnemyTrueDmg,
/// <summary>
/// Enemy Critical
/// </summary>
EnemyCritical,
/// <summary>
/// Countdown
/// </summary>
Countdown,
/// <summary>
/// Legacy
/// </summary>
Legacy,
/// <summary>
/// Legacy critical
/// </summary>
LegacyCritical,
/// <summary>
/// Debug
/// </summary>
Debug
}
/// <summary>
/// Because riot has run out of headers because they used byte headers, packets have 2 byte headers. This Enum
/// represnets them.
/// </summary>
public enum MultiPacketType
{
/* Confirmed in IDA */
/// <summary>
/// The unknown100
/// </summary>
Unknown100 = 0x00,
/// <summary>
/// The unknown101
/// </summary>
Unknown101 = 0x01,
/// <summary>
/// The unknown102
/// </summary>
Unknown102 = 0x02,
/// <summary>
/// The unknown115
/// </summary>
Unknown115 = 0x15,
/// <summary>
/// The unknown116
/// </summary>
Unknown116 = 0x16,
/// <summary>
/// The unknown124
/// </summary>
Unknown124 = 0x24,
/// <summary>
/// The unknown11 a
/// </summary>
Unknown11A = 0x1A,
/// <summary>
/// The unknown11 e (Currently Empty)
/// </summary>
Unknown11E = 0x1E,
/* These others could be packets with a handler */
/// <summary>
/// The unknown104. Somehow related to spell slots.
/// </summary>
Unknown104 = 0x04,
/// <summary>
/// The unknown118. (Sion Ult)
/// </summary>
Unknown118 = 0x08,
/// <summary>
/// The unknown120
/// </summary>
Unknown120 = 0x20, // confirmed in game
/// <summary>
/// The spawn turret packet.
/// </summary>
SpawnTurret = 0x23, // confirmed in ida
/* New List: Confirmed in Game */
//FE 19 00 00 40 07 01 00 01 00 00 00 02 00 00 00 FF FF FF FF 00 00 00 00 00 00 00 00
/// <summary>
/// The initialize spell pack. Could also be the stack count for stackables.
/// </summary>
InitSpell = 0x07,
/// <summary>
/// The unknown10 c.
/// </summary>
Unknown10C = 0x0C, //this packet is like 0x127
/// <summary>
/// The unknown122
/// </summary>
Unknown122 = 0x22,
/// <summary>
/// The unknown125. (Sion Ult)
/// </summary>
Unknown125 = 0x25, // sion ult, other stuff
//FE 05 00 00 40 25 01 03 EC 06 00 00 00 01 <== sion
// FE 19 00 00 40 25 01 00 00 07 00 00 00 06 FB 16 00 40 56 04 00 40 B2 04 00 40 B2 04 00 40 56 05 00 40 FB 16 00 40
//FE 19 00 00 40 25 01 00 00 07 00 00 00 06 FB 16 00 40 56 04 00 40 B2 04 00 40 B2 04 00 40 56 05 00 40 FB 16 00 40
//FE 19 00 00 40 25 01 00 00 07 00 00 00 06 FB 16 00 40 56 04 00 40 B2 04 00 40 B2 04 00 40 56 05 00 40 FB 16 00 40
//FE 19 00 00 40 25 01 00 00 07 00 00 00 06 FB 16 00 40 56 04 00 40 B2 04 00 40 B2 04 00 40 56 05 00 40 FB 16 00 40
//FE 19 00 00 40 25 01 00 00 07 00 00 00 06 56 04 00 40 B2 04 00 40 B2 04 00 40 56 05 00 40 56 05 00 40 FB 16 00 40
/// <summary>
/// The NPC death packet
/// </summary>
NPCDeath = 0x26, //confirmed in ida, struct from intwars/ida
/// <summary>
/// The unknown129. Related to spells.
/// </summary>
Unknown129 = 0x29, //related to spells (kalista ally unit), add?
/// <summary>
/// The unknown12A. Related to spells.
/// </summary>
Unknown12A = 0x2A, //related to spells (kalist ally unit after 0x129), maybe delete?
//FE 06 00 00 40 2A 01 3C 00 00 00
/// <summary>
/// The unknown12 c
/// </summary>
Unknown12C = 0x2C,
//FE 00 00 00 00 2C 01 81 00 00 00 00 FF FF FF FF
//FE 00 00 00 00 2C 01 80 00 00 00 00 FF FF FF FF
/// <summary>
/// The unknown12 e
/// </summary>
Unknown12E = 0x2E, //confirmed in ida
/// <summary>
/// The unknown12 f
/// </summary>
Unknown12F = 0x2F, //FE 05 00 00 40 2F 01 00
/// <summary>
/// The add buff packet.
/// </summary>
AddBuff = 0x09, // buff added by towers in new SR
/// <summary>
/// The undo token packet
/// </summary>
UndoToken = 0x0B,
/// <summary>
/// The object creation packet. Used for Azir's ult.
/// </summary>
ObjectCreation = 0x0D, // azir ult
/// <summary>
/// The surrender state packet
/// </summary>
SurrenderState = 0x0E,
/// <summary>
/// The on attack packet.
/// </summary>
OnAttack = 0x0F,
/// <summary>
/// The death timer packet.
/// </summary>
DeathTimer = 0x17,
/// <summary>
/// The change item packet. (EX: Health Potion to Biscuit)
/// </summary>
ChangeItem = 0x1C, //like hpp=>biscuit
/// <summary>
/// The action state packet. Triggers on recall.
/// </summary>
ActionState = 0x21, // ?? triggers on recall
/// <summary>
/// The undo confirmation packet.
/// </summary>
UndoConfirm = 0x27,
/// <summary>
/// The lock camera packet for Sion's Ult.
/// </summary>
LockCamera = 0x2B, // Sion Ult
/// <summary>
/// An unkown packet.
/// </summary>
Unknown = 0xFF, // Default, not real packet
}
/// <summary>
/// The type of ping.
/// </summary>
public enum PingType
{
/// <summary>
/// A normal ping.
/// </summary>
Normal = 0,
/// <summary>
/// A fallback ping.
/// </summary>
Fallback = 5,
/// <summary>
/// An enemy missing ping.
/// </summary>
EnemyMissing = 3,
/// <summary>
/// A danagr ping.
/// </summary>
Danger = 2,
/// <summary>
/// An on my way ping.
/// </summary>
OnMyWay = 4,
/// <summary>
/// An assist me ping.
/// </summary>
AssistMe = 6,
}
#endregion
/// <summary>
/// Contains packets that are sent from the client (the game) to the server.
/// </summary>
public static class C2S
{
/// <summary>
/// Packet sent when buying items.
/// </summary>
public static class BuyItem
{
#region Static Fields
/// <summary>
/// The channel
/// </summary>
public static PacketChannel Channel = PacketChannel.C2S;
/// <summary>
/// The flags
/// </summary>
public static PacketProtocolFlags Flags = PacketProtocolFlags.Reliable;
/// <summary>
/// The header
/// </summary>
public static byte Header = 0xC6;
#endregion
#region Public Methods and Operators
/// <summary>
/// Decodes the specified data.
/// </summary>
/// <param name="data">The data.</param>
/// <returns>Struct.</returns>
public static Struct Decoded(byte[] data)
{
var packet = new GamePacket(data);
var result = new Struct();
packet.Position = 2;
result.NetworkId = packet.ReadInteger();
result.ItemId = packet.ReadInteger();
return result;
}
/// <summary>
/// Encodes the specified packet structure.
/// </summary>
/// <param name="packetStruct">The packet structure.</param>
/// <returns>GamePacket.</returns>
public static GamePacket Encoded(Struct packetStruct)
{
var result = new GamePacket(Header, Channel, Flags);
result.WriteByte(0);
result.WriteInteger(packetStruct.NetworkId);
result.WriteInteger(packetStruct.ItemId);
return result;
}
#endregion
/// <summary>
/// Reprents the packet sent when an item is bought.
/// </summary>
public struct Struct
{
#region Fields
/// <summary>
/// The item identifier
/// </summary>
public int ItemId;
/// <summary>
/// The network identifier
/// </summary>
public int NetworkId;
#endregion
#region Constructors and Destructors
/// <summary>
/// Initializes a new instance of the <see cref="Struct" /> struct.
/// </summary>
/// <param name="itemId">The item identifier.</param>
/// <param name="networkId">The network identifier.</param>
public Struct(int itemId, int networkId = -1)
{
this.ItemId = itemId;
this.NetworkId = networkId == -1 ? ObjectManager.Player.NetworkId : networkId;
}
#endregion
}
}
/// <summary>
/// Sent by client on center/lock camera.
/// </summary>
public static class Camera
{
#region Static Fields
/// <summary>
/// The header
/// </summary>
public static byte Header = 0x64;
#endregion
}
/// <summary>
/// Packet sent when casting spells.
/// </summary>
public static class Cast
{
#region Static Fields
/// <summary>
/// The channel
/// </summary>
public static PacketChannel Channel = PacketChannel.C2S;
/// <summary>
/// The flags
/// </summary>
public static PacketProtocolFlags Flags = PacketProtocolFlags.Reliable;
/// <summary>
/// The header
/// </summary>
public static byte Header = 0xDE;
#endregion
#region Public Methods and Operators
/// <summary>
/// Decodes the specified data.
/// </summary>
/// <param name="data">The data.</param>
/// <returns>Struct.</returns>
public static Struct Decoded(byte[] data)
{
var packet = new GamePacket(data);
var result = new Struct();
packet.Position = 2;
result.SourceNetworkId = packet.ReadInteger();
result.FromX = packet.ReadFloat();
result.FromY = packet.ReadFloat();
result.ToX = packet.ReadFloat();
result.ToY = packet.ReadFloat();
result.Slot = (SpellSlot)packet.ReadByte();
result.SpellFlag = packet.ReadByte();
return result;
}
/// <summary>
/// Encodes the specified packet structure.
/// </summary>
/// <param name="packetStruct">The packet structure.</param>
/// <returns>GamePacket.</returns>
public static GamePacket Encoded(Struct packetStruct)
{
var result = new GamePacket(Header);
result.WriteByte(0);
result.WriteInteger(packetStruct.SourceNetworkId);
result.WriteFloat(packetStruct.FromX);
result.WriteFloat(packetStruct.FromY);
result.WriteFloat(packetStruct.ToX);
result.WriteFloat(packetStruct.ToY);
result.WriteInteger(packetStruct.TargetNetworkId);
result.WriteByte((byte)packetStruct.Slot);
result.WriteByte(0);
//packetStruct.SpellFlag == 0xFF ? GetSpellByte(packetStruct.Slot) : packetStruct.SpellFlag
return result;
}
#endregion
#region Methods
/// <summary>
/// Gets the spell byte.
/// </summary>
/// <param name="spell">The spell.</param>
/// <returns>System.Byte.</returns>
private static byte GetSpellByte(SpellSlot spell)
{
switch (spell)
{
case SpellSlot.Q:
return 0xE8;
case SpellSlot.W:
return 0xE8;
case SpellSlot.E:
return 0xE8;
case SpellSlot.R:
return 0xE8;
case SpellSlot.Item1:
return 0;
case SpellSlot.Item2:
return 0;
case SpellSlot.Item3:
return 0;
case SpellSlot.Item4:
return 0;
case SpellSlot.Item5:
return 0;
case SpellSlot.Item6:
return 0;
case SpellSlot.Trinket:
return 0;
case SpellSlot.Recall:
return 0;
case SpellSlot.Unknown:
return 0;
default:
return 0;
}
}
#endregion
/// <summary>
/// Represents a spell cast packet.
/// </summary>
public struct Struct
{
#region Fields
/// <summary>
/// The X position of where the spell came from.
/// </summary>
public float FromX;
/// <summary>
/// The Y position of where the spell came from.
/// </summary>
public float FromY;
/// <summary>
/// The slot
/// </summary>
public SpellSlot Slot;
/// <summary>
/// The source network identifier
/// </summary>
public int SourceNetworkId;
/// <summary>
/// The spell flag
/// </summary>
public byte SpellFlag;
/// <summary>
/// The target network identifier
/// </summary>
public int TargetNetworkId;
/// <summary>
/// The end X position of where the spell is going to.
/// </summary>
public float ToX;
/// <summary>
/// To end Y position of where the spell is going to.
/// </summary>
public float ToY;
#endregion
#region Constructors and Destructors
/// <summary>
/// Initializes a new instance of the <see cref="Struct" /> struct.
/// </summary>
/// <param name="targetNetworkId">The target network identifier.</param>
/// <param name="slot">The slot.</param>
/// <param name="sourceNetworkId">The source network identifier.</param>
/// <param name="fromX">From x.</param>
/// <param name="fromY">From y.</param>
/// <param name="toX">To x.</param>
/// <param name="toY">To y.</param>
/// <param name="spellFlag">The spell flag.</param>
public Struct(
int targetNetworkId = 0,
SpellSlot slot = SpellSlot.Q,
int sourceNetworkId = -1,
float fromX = 0f,
float fromY = 0f,
float toX = 0f,
float toY = 0f,
byte spellFlag = 0xFF)
{
this.SourceNetworkId = (sourceNetworkId == -1)
? ObjectManager.Player.NetworkId
: sourceNetworkId;
this.Slot = slot;
this.FromX = fromX;
this.FromY = fromY;
this.ToX = toX;
this.ToY = toY;
this.TargetNetworkId = targetNetworkId;
this.SpellFlag = spellFlag;
}
#endregion
}
}
/// <summary>
/// Packet sent when casting charged spells second cast.
/// </summary>
public static class ChargedCast
{
#region Static Fields
/// <summary>
/// The channel
/// </summary>
public static PacketChannel Channel = PacketChannel.C2S;
/// <summary>
/// The flags
/// </summary>
public static PacketProtocolFlags Flags = PacketProtocolFlags.Reliable;
/// <summary>
/// The header
/// </summary>
public static byte Header = 0x03;
#endregion
#region Public Methods and Operators
/// <summary>
/// Decodes the specified data.
/// </summary>
/// <param name="data">The data.</param>
/// <returns>Struct.</returns>
public static Struct Decoded(byte[] data)
{
var packet = new GamePacket(data);
var result = new Struct();
packet.Position = 2;
result.SourceNetworkId = packet.ReadInteger();
result.Slot = (SpellSlot)packet.ReadByte();
result.ToX = packet.ReadFloat();
result.ToY = packet.ReadFloat();
result.ToZ = packet.ReadFloat();
return result;
}
/// <summary>
/// Encodes the specified packet structure.
/// </summary>
/// <param name="packetStruct">The packet structure.</param>
/// <returns>GamePacket.</returns>
public static GamePacket Encoded(Struct packetStruct)
{
var result = new GamePacket(Header);
result.WriteByte(1);
result.WriteInteger(packetStruct.SourceNetworkId);
result.WriteByte((byte)packetStruct.Slot);
result.WriteFloat(packetStruct.ToX);
result.WriteFloat(packetStruct.ToY);
result.WriteFloat(packetStruct.ToZ);
result.WriteByte(2);
return result;
}
#endregion
/// <summary>
/// Represents a charged cast packet.
/// </summary>
public struct Struct
{
#region Fields
/// <summary>
/// The slot
/// </summary>
public SpellSlot Slot;
/// <summary>
/// The source network identifier
/// </summary>
public int SourceNetworkId;
/// <summary>
/// The X position of where the spell is going to.
/// </summary>
public float ToX;
/// <summary>
/// The Y position of where the spell is going to.
/// </summary>
public float ToY;
/// <summary>
/// The Z position of where the spell is going to.
/// </summary>
public float ToZ;
#endregion
#region Constructors and Destructors
/// <summary>
/// Initializes a new instance of the <see cref="Struct" /> struct.
/// </summary>
/// <param name="slot">The slot.</param>
/// <param name="toX">To x.</param>
/// <param name="toY">To y.</param>
/// <param name="toZ">To z.</param>
/// <param name="sourceNetworkId">The source network identifier.</param>
public Struct(
SpellSlot slot,
float toX = 0f,
float toY = 0f,
float toZ = 0f,
int sourceNetworkId = -1)
{
this.SourceNetworkId = (sourceNetworkId == -1)
? ObjectManager.Player.NetworkId
: sourceNetworkId;
this.Slot = slot;
this.ToX = toX;
this.ToY = toY;
this.ToZ = toZ;
}
#endregion
}
}
/// <summary>
/// Packet sent when sending emotes.
/// </summary>
public static class Emote
{
#region Static Fields
/// <summary>
/// The channel
/// </summary>
public static PacketChannel Channel = PacketChannel.C2S;
/// <summary>
/// The flags
/// </summary>
public static PacketProtocolFlags Flags = PacketProtocolFlags.Reliable;
/// <summary>
/// The header
/// </summary>
public static byte Header = 0x14;
#endregion
#region Public Methods and Operators
/// <summary>
/// Decodes the specified data.
/// </summary>
/// <param name="data">The data.</param>
/// <returns>Struct.</returns>
public static Struct Decoded(byte[] data)
{
var packet = new GamePacket(data);
var result = new Struct();
packet.Position = 2;
result.NetworkId = packet.ReadInteger();
result.EmoteId = packet.ReadByte();
return result;
}
/// <summary>
/// Encodes the specified packet structure.
/// </summary>
/// <param name="packetStruct">The packet structure.</param>
/// <returns>GamePacket.</returns>
public static GamePacket Encoded(Struct packetStruct)
{
var result = new GamePacket(Header, Channel, Flags);
result.WriteByte(1);
result.WriteInteger(packetStruct.NetworkId);
result.WriteByte(packetStruct.EmoteId);
return result;
}
#endregion
/// <summary>
/// Represents the packet sent when you cast an emote.
/// </summary>
public struct Struct
{
#region Fields
/// <summary>
/// The emote identifier
/// </summary>
public byte EmoteId;
/// <summary>
/// The network identifier
/// </summary>
public int NetworkId;
#endregion
#region Constructors and Destructors
/// <summary>
/// Initializes a new instance of the <see cref="Struct" /> struct.
/// </summary>
/// <param name="emoteId">The emote identifier.</param>
/// <param name="networkId">The network identifier.</param>
public Struct(byte emoteId, int networkId = -1)