I smell threesome ^^
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using KinSocket;
namespace KinConquer.Packets.Structures
{
/// <summary>
/// 0x450 (Server->Client)
/// </summary>
public unsafe struct WeaponProficiencyPacket
{
public UInt16 Size;
public UInt16 Type;
public UInt32 Experience;
public UInt32 NeededExperience;
public UInt32 ID;
public static WeaponProficiencyPacket Create()
{
WeaponProficiencyPacket packet = new WeaponProficiencyPacket();
packet.Size = 0x10;
packet.Type = 0x450;
return packet;
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using KinSocket;
namespace KinConquer.Packets.Structures
{
/// <summary>
/// 0x401 (Server->Client)
/// </summary>
public unsafe struct LearnWeaponProficiencyPacket
{
public UInt16 Size;
public UInt16 Type;
public UInt32 ID;
public UInt32 level;
public UInt32 Experience;
public UInt32 NeededExperience;
public LearnWeaponProficiencyPacket Create()
{
LearnWeaponProficiencyPacket packet = new LearnWeaponProficiencyPacket();
packet.Size = 0x14;
packet.Type = 0x401;
return packet;
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using KinSocket;
namespace KinConquer.Packets.Structures
{
/// <summary>
/// 0x420 (Server->Client)
/// </summary>
public unsafe struct TradePacket
{
public enum Types : uint
{
RequestNewTrade = 0x01,
RequestCloseTrade = 0x02,
ShowTradeWindow = 0x03,
CloseTradeWindow = 0x05,
RequestAddItemToTrade = 0x06,
RequestAddMoneyToTrade = 0x07,
DisplayMoney = 0x08,
RequestCompleteTrade = 0x0A,
DisplayConquerPoints = 0x0C,
RequestAddConquerPointsToTrade = 0x0D
}
public UInt16 Size;
public UInt16 Type;
public UInt32 dwParam;
public Types ID;
public static TradePacket Create()
{
TradePacket Packet = new TradePacket();
Packet.Size = 0x0C;
Packet.Type = 0x420;
return Packet;
}
}
}
var varr = Kernel.GamePool.Values.GetEnumerator();
varr.MoveNext();
int COunt = Kernel.GamePool.Count;
for (uint x = 0;x < COunt; x++)
{
if (x >= COunt) break;
GameState pClient = (varr.Current as GameState);
if(pClient != nu)
{
}
varr.MoveNext();
}