02/19/2013, 22:33
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#17
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Join Date: Dec 2012
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Quote:
Originally Posted by teroareboss1
is easy to update in properties ... if you use your mind
Code:
public enum objpos : byte
{
Uint32_Mesh = 4,
Uint32_UID = 8,
Uint32_GuildId = 12,
Uint32_GuildRank = 16,
Uint16_unknown1 = 20,
BitVector32 = 22,
BitVector16 = 39,
Uint32_Head = 44,
Uint32_Garment = 48,
Uint32_Armor = 52,
Utin32_LeftWeapon = 56,
Uint32_RightWeapon = 60,
Uint32_LeftWeaponAccessory = 64,
Uint32_RightWeaponAccessory = 68,
Uint32_Steed = 72,
Uint16_X = 94,
Uint16_Y = 96,
Byte_Fascing = 100,
Byte_Action = 101,
Byte_Reborn = 108,
Byte_Level = 109,
Byte_Nobility = 133,
Str_Count = 234,
Str_NameLenght = 235,
Uint16_PLenght = 237
}
Code:
public CMD.ConquerAngle Facing { get { return (CMD.ConquerAngle)ReadByte((byte)objpos.Byte_Fascing); } set { WriteByte((byte)value, (byte)objpos.Byte_Fascing); } }
public CMD.ConquerAction Action { get { return (CMD.ConquerAction)ReadByte((byte)objpos.Byte_Action); } set { WriteByte((byte)value, (byte)objpos.Byte_Action); } }
public byte Level { get { return _lvl; } set { WriteByte(value, (byte)objpos.Byte_Level); _lvl = value; } }
and others
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Totally defeats the purpose of having some structured and readable code + that will slow down your packet writing with all those type conversions.
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