All packet creating methods now create Packet instead of byte[]
This commit got way too big... - Remove deprecated methods for sending packets - Favor OutPacket & Packet over MaplePacketLittleEndianWriter, LittleEndianWriter, and byte array - Split up some packet creating methods into separate classes
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@@ -31,6 +31,7 @@ import config.YamlConfig;
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import constants.game.GameConstants;
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import constants.inventory.ItemConstants;
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import constants.skills.*;
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import net.packet.Packet;
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import server.MapleItemInformationProvider;
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import server.MapleStatEffect;
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import tools.PacketCreator;
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@@ -62,7 +63,7 @@ public final class RangedAttackHandler extends AbstractDealDamageHandler {
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if (GameConstants.isDojo(chr.getMap().getId()) && attack.numAttacked > 0) {
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chr.setDojoEnergy(chr.getDojoEnergy() + YamlConfig.config.server.DOJO_ENERGY_ATK);
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c.announce(PacketCreator.getEnergy("energy", chr.getDojoEnergy()));
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c.sendPacket(PacketCreator.getEnergy("energy", chr.getDojoEnergy()));
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}
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if (attack.skill == Buccaneer.ENERGY_ORB || attack.skill == ThunderBreaker.SPARK || attack.skill == Shadower.TAUNT || attack.skill == NightLord.TAUNT) {
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@@ -101,7 +102,7 @@ public final class RangedAttackHandler extends AbstractDealDamageHandler {
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effect = attack.getAttackEffect(chr, null);
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bulletCount = effect.getBulletCount();
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if (effect.getCooldown() > 0) {
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c.announce(PacketCreator.skillCooldown(attack.skill, effect.getCooldown()));
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c.sendPacket(PacketCreator.skillCooldown(attack.skill, effect.getCooldown()));
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}
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if(attack.skill == 4111004) { // shadow meso
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@@ -187,7 +188,7 @@ public final class RangedAttackHandler extends AbstractDealDamageHandler {
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visProjectile = 0;
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}
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byte[] packet;
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final Packet packet;
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switch (attack.skill) {
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case 3121004: // Hurricane
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case 3221001: // Pierce
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@@ -208,7 +209,7 @@ public final class RangedAttackHandler extends AbstractDealDamageHandler {
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if (chr.skillIsCooling(attack.skill)) {
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return;
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} else {
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c.announce(PacketCreator.skillCooldown(attack.skill, effect_.getCooldown()));
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c.sendPacket(PacketCreator.skillCooldown(attack.skill, effect_.getCooldown()));
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chr.addCooldown(attack.skill, currentServerTime(), effect_.getCooldown() * 1000);
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}
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}
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