PHP Code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
namespace Conquer_Online_Server.Network.GamePackets
{
class LotterySystem : Writer, Interfaces.IPacket
{
public const ushort Accept = 0, AddJade = 1, Continue = 2;
byte[] Buffer;
public LotterySystem(bool Create)
{
if (Create)
{
Buffer = new byte[32];
WriteUInt16(20, 0, Buffer);
WriteUInt16(1314, 2, Buffer);
WriteByte(3, 4, Buffer);
WriteByte(3, 10, Buffer);
WriteByte(2, 5, Buffer);
WriteByte(2, 6, Buffer);
}
}
public byte Type
{
get { return Buffer[4]; }
set { Buffer[4] = value; }
}
public byte SocketGem1
{
get { return Buffer[7]; }
set { Buffer[7] = value; }
}
public byte SocketGem2
{
get { return Buffer[8]; }
set { Buffer[8] = value; }
}
public byte Plus
{
get { return Buffer[9]; }
set { Buffer[9] = value; }
}
public byte ItemColor
{
get { return Buffer[10]; }
set { Buffer[10] = value; }
}
public byte JadesAdded
{
get { return Buffer[11]; }
set { Buffer[11] = value; }
}
public ushort LottoTimes
{
get { return BitConverter.ToUInt16(Buffer, 12); }
set { WriteUInt16(value, 12, Buffer); }
}
public ushort LottoTimes1
{
get { return BitConverter.ToUInt16(Buffer, 13); }
set { WriteUInt16(value, 13, Buffer); }
}
public uint ItemID
{
get { return BitConverter.ToUInt32(Buffer, 12); }
set { WriteUInt32(value, 12, Buffer); }
}
public void Deserialize(byte[] buffer)
{
Buffer = buffer;
}
public byte[] ToArray()
{
return Buffer;
}
public void Send(Client.GameState client)
{
client.Send(Buffer);
}
}
}