root/trunk/AE-go_GameServer/src/com/aionemu/gameserver/network/aion/serverpackets/SM_EMOTION.java
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80 | { | 80 | { |
81 | this(creature, emotionType, 0, 0); | 81 | this(creature, emotionType, 0, 0); |
82 | } | 82 | } |
83 | | 83 | |
84 | /** | 84 | /** |
85 | * Used to open a door. | ||
86 | * | ||
87 | * @param doorId | ||
88 | */ | ||
89 | public SM_EMOTION(int doorId) | ||
90 | { | ||
91 | this.senderObjectId = doorId; | ||
92 | this.emotionType = 26; | ||
93 | } | ||
94 | | ||
95 | /** | ||
96 | * Constructs new server packet with specified opcode | 85 | * Constructs new server packet with specified opcode |
97 | * | 86 | * |
98 | * @param senderObjectId | 87 | * @param senderObjectId |
... | ... | ||
121 | } | 110 | } |
122 | 111 | ||
123 | /** | 112 | /** |
113 | * Used to open a door. | ||
114 | * | ||
115 | * @param doorId | ||
116 | */ | ||
117 | public SM_EMOTION(int doorId) | ||
118 | { | ||
119 | this.senderObjectId = doorId; | ||
120 | this.emotionType = 29; | ||
121 | } | ||
122 | |||
123 | /** | ||
124 | * New | 124 | * New |
125 | * | 125 | * |
126 | */ | 126 | */ |
... | ... | ||
192 | writeF(buf, y); | 192 | writeF(buf, y); |
193 | writeF(buf, z); | 193 | writeF(buf, z); |
194 | writeC(buf, heading); | 194 | writeC(buf, heading); |
195 | break; | 195 | break; |
196 | case 6: | 196 | case 6: |
197 | // fly teleport (start) | 197 | // fly teleport (start) |
198 | writeH(buf, state); | 198 | writeH(buf, state); |
... | ... | ||
204 | writeH(buf, state); | 204 | writeH(buf, state); |
205 | writeF(buf, speed); | 205 | writeF(buf, speed); |
206 | break; | 206 | break; |
207 | case 8: | 207 | case 11: |
208 | // toggle flight mode | 208 | // toggle flight mode |
209 | writeH(buf, state); | 209 | writeH(buf, state); |
210 | writeF(buf, speed); | 210 | writeF(buf, speed); |
211 | break; | 211 | break; |
212 | case 9: | 212 | case 12: |
213 | // toggle land mode | 213 | // toggle land mode |
214 | writeH(buf, state); | 214 | writeH(buf, state); |
215 | writeF(buf, speed); | 215 | writeF(buf, speed); |
216 | break; | 216 | break; |
217 | case 10: | 217 | case 16: |
218 | // ?? | ||
219 | writeH(buf, state); | ||
220 | writeF(buf, speed); | ||
221 | case 13: | ||
222 | // die | 218 | // die |
223 | writeH(buf, state); | 219 | writeH(buf, state); |
224 | writeF(buf, speed); | 220 | writeF(buf, speed); |
225 | writeD(buf, targetObjectId); | 221 | writeD(buf, targetObjectId); |
226 | break; | 222 | break; |
227 | case 14: | 223 | case 17: |
228 | // resurrect | 224 | // resurrect |
229 | writeH(buf, state); | 225 | writeH(buf, state); |
230 | writeF(buf, speed); | 226 | writeF(buf, speed); |
231 | break; | 227 | break; |
232 | case 15: | 228 | case 19: |
233 | //walk ? | ||
234 | writeH(buf, state); | ||
235 | writeF(buf, speed); | ||
236 | case 16: | ||
237 | // emote | 229 | // emote |
238 | writeH(buf, state); | 230 | writeH(buf, state); |
239 | writeF(buf, speed); | 231 | writeF(buf, speed); |
240 | writeD(buf, targetObjectId); | 232 | writeD(buf, targetObjectId); |
241 | writeH(buf, emotion); | 233 | writeH(buf, emotion); |
242 | writeC(buf, 1); | 234 | writeC(buf, 1); |
243 | break; | 235 | break; |
244 | case 17: | 236 | case 22: |
245 | // unknown | 237 | // toggle attack mode |
246 | writeH(buf, state); | 238 | writeH(buf, state); |
247 | writeF(buf, speed); | 239 | writeF(buf, speed); |
248 | break; | 240 | break; |
249 | case 19: | 241 | case 23: |
250 | // toggle attack mode (moving) | 242 | // toggle normal mode |
251 | writeH(buf, state); | 243 | writeH(buf, state); |
252 | writeF(buf, speed); | 244 | writeF(buf, speed); |
253 | break; | 245 | break; |
254 | case 20: | 246 | case 24: |
255 | // toggle normal mode (moving) | ||
256 | writeH(buf, state); | ||
257 | writeF(buf, speed); | ||
258 | break; | ||
259 | case 21: | ||
260 | // toggle walk | 247 | // toggle walk |
261 | writeH(buf, state); | 248 | writeH(buf, state); |
262 | writeF(buf, (speed - (speed * 75f) / 100f)); | 249 | writeF(buf, (speed - (speed * 75f) / 100f)); |
263 | break; | 250 | break; |
264 | case 22: | 251 | case 25: |
265 | // toggle run | 252 | // toggle run |
266 | writeH(buf, state); | 253 | writeH(buf, state); |
267 | writeF(buf, speed); | 254 | writeF(buf, speed); |
268 | break; | 255 | break; |
269 | case 26: | 256 | case 29: |
270 | //toggle doors | 257 | // toggle doors |
271 | writeH(buf, 9); // unk | 258 | writeH(buf, 9); |
272 | writeD(buf, 0); // unk | 259 | writeD(buf, 0); |
273 | break; | 260 | break; |
274 | case 28: | 261 | case 30: |
262 | // emote startloop | ||
263 | writeH(buf, state); | ||
264 | writeF(buf, speed); | ||
265 | writeH(buf, baseAttackSpeed); | ||
266 | writeH(buf, currentAttackSpeed); | ||
267 | break; | ||
268 | case 31: | ||
275 | // private shop open | 269 | // private shop open |
276 | writeH(buf, state); | 270 | writeH(buf, state); |
277 | writeF(buf, speed); | 271 | writeF(buf, speed); |
278 | break; | 272 | break; |
279 | case 29: | 273 | case 32: |
280 | // private shop close | 274 | // private shop close |
281 | writeH(buf, state); | 275 | writeH(buf, state); |
282 | writeF(buf, speed); | 276 | writeF(buf, speed); |
283 | break; | 277 | break; |
284 | case 30: | 278 | case 33: |
285 | // emote startloop | 279 | // emote startloop |
286 | writeH(buf, state); | 280 | writeH(buf, state); |
287 | writeF(buf, speed); | 281 | writeF(buf, speed); |
288 | writeH(buf, baseAttackSpeed); | 282 | writeH(buf, baseAttackSpeed); |
289 | writeH(buf, currentAttackSpeed); | 283 | writeH(buf, currentAttackSpeed); |
290 | break; | 284 | break; |
291 | case 31: | 285 | case 34: |
292 | // powershard on | 286 | // powershard on |
293 | writeH(buf, state); | 287 | writeH(buf, state); |
294 | writeF(buf, speed); | 288 | writeF(buf, speed); |
295 | break; | 289 | break; |
296 | case 32: | 290 | case 35: |
297 | // powershard off | 291 | // powershard off |
298 | writeH(buf, state); | 292 | writeH(buf, state); |
299 | writeF(buf, speed); | 293 | writeF(buf, speed); |
300 | break; | 294 | break; |
301 | case 33: | 295 | case 36: |
302 | // toggle attack mode | 296 | // toggle attack mode |
303 | writeH(buf, state); | 297 | writeH(buf, state); |
304 | writeF(buf, speed); | 298 | writeF(buf, speed); |
305 | break; | 299 | break; |
306 | case 34: | 300 | case 37: |
307 | // toggle normal mode | 301 | // toggle normal mode |
308 | writeH(buf, state); | 302 | writeH(buf, state); |
309 | writeF(buf, speed); | 303 | writeF(buf, speed); |
310 | break; | 304 | break; |
311 | case 35: | 305 | case 38: |
312 | // looting start | 306 | // looting start |
313 | writeH(buf, state); | 307 | writeH(buf, state); |
314 | writeF(buf, speed); | 308 | writeF(buf, speed); |
315 | writeD(buf, targetObjectId); | 309 | writeD(buf, targetObjectId); |
316 | break; | 310 | break; |
317 | case 36: | 311 | case 39: |
318 | // looting end | 312 | // looting end |
319 | writeH(buf, state); | 313 | writeH(buf, state); |
320 | writeF(buf, speed); | 314 | writeF(buf, speed); |
321 | writeD(buf, targetObjectId); | 315 | writeD(buf, targetObjectId); |
322 | break; | 316 | break; |
323 | case 37: | 317 | case 40: |
324 | // looting start (quest) | 318 | // looting start (quest) |
325 | writeH(buf, state); | 319 | writeH(buf, state); |
326 | writeF(buf, speed); | 320 | writeF(buf, speed); |
327 | writeD(buf, targetObjectId); | 321 | writeD(buf, targetObjectId); |
328 | break; | 322 | break; |
329 | case 38: | 323 | case 41: |
330 | // looting end (quest) | 324 | // looting end (quest) |
331 | writeH(buf, state); | 325 | writeH(buf, state); |
332 | writeF(buf, speed); | 326 | writeF(buf, speed); |
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