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About SubClass Problem :rtfm:

Discussion on About SubClass Problem :rtfm: within the CO2 Private Server forum part of the Conquer Online 2 category.

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Old   #1
 
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About SubClass Problem :rtfm:

hi all i make Update 5730 and I get A Problem In Sup Class Luts See The Photos
When I Make A New Account The Sub Class Be Ready For A work Upg. Not Word Pro And When I Make It Level 9 The Swich Botton Hidden
This Photo Before Making Update


and I Try In It But I Under Stand This Before Update


And This Photo After Making Update 5730


And This After Update


I Need Any Help If He Small May Be Help Full But Dont Stop And Thx For Advanced

Is I Have A Problem In This File SubClass.cs
PHP Code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Conquer_Online_Server.Interfaces;
using Conquer_Online_Server.Statement;

namespace 
Conquer_Online_Server.Network.GamePackets
{
    
#region Class Level
    
public class SubClassShowFull WriterInterfaces.IPacket
    
{
        public const 
byte
        SwitchSubClass 
0,
        
ActivateSubClass 1,
        
LearnSubClass 4,
        
ShowGUI 7;

        
byte[] Buffer;
        public 
SubClassShowFull(bool Create)
        {
            if (
Create)
            {
                
Buffer = new byte[26];
                
WriteUInt16(260Buffer);
                
WriteUInt16(23202Buffer);
            }
        }

        public 
ushort ID
        
{
            
get { return BitConverter.ToUInt16(Buffer4); }
            
set WriteUInt16(value4Buffer); }
        }

        public 
byte Class
        {
            
get { return Buffer[6]; }
            
set Buffer[6] = value; }
        }

        public 
byte Level
        
{
            
get { return Buffer[7]; }
            
set Buffer[7] = value; }
        }

        public 
void Deserialize(byte[] buffer)
        {
            
this.Buffer buffer;
        }

        public 
byte[] ToArray()
        {
            return 
Buffer;
        }

        public 
void Send(Client.GameState c)
        {
            
c.Send(Buffer);
        }
    }
    
#endregion
    #region Class Send
    
public class Game_SubClassInfo IPacket
    
{
        private 
Byte[] mData;
        private 
Int32 Offset 26;

        public 
Game_SubClassInfo(Game.Entity cGame_SubClass.Types Type)
        {
            
this.mData = new Byte[26 + (c.SubClasses.Classes.Count 3) + 8];
            
Writer.WriteUInt16((UInt16)(mData.Length 8), 0mData);
            
Writer.WriteUInt16((UInt16)23202mData);

            
Writer.WriteByte((Byte)Type4mData);
            
Writer.WriteUInt16((UInt16)c.SubClasses.StudyPoints6mData);
            
Writer.WriteUInt16((UInt16)c.SubClasses.Classes.Count22mData);

            foreach (
Statement.SubClass subc in c.SubClasses.Classes.Values)
            {
                
Writer.WriteByte((Byte)subc.IDOffsetmData); Offset++;
                
Writer.WriteByte((Byte)subc.PhaseOffsetmData); Offset++;
                
Writer.WriteByte((Byte)subc.LevelOffsetmData); Offset++;
            }
        }
        public 
void Deserialize(byte[] buffer)
        {
            
this.mData buffer;
        }

        public 
byte[] ToArray()
        {
            return 
mData;
        }

        public 
void Send(Client.GameState c)
        {
            
c.Send(mData);
        }

    }
    public class 
Game_SubClass IPacket
    
{
        private 
Byte[] mData;

        public 
Game_SubClass()
        {
            
this.mData = new Byte[29 8];
            
Writer.WriteUInt16((UInt16)(mData.Length 8), 0mData);
            
Writer.WriteUInt16((UInt16)23202mData);
        }

        public 
Types Type
        
{
            
get { return (Types)BitConverter.ToUInt16(mData4); }
            
set Writer.WriteUInt16((Byte)value4mData); }
        }
        public 
ID ClassId
        
{
            
get { return (ID)mData[6]; }
            
set mData[6] = (Byte)value; }
        }
        public 
Byte Phase
        
{
            
get { return mData[7]; }
            
set mData[7] = value; }
        }
        public 
void Deserialize(byte[] buffer)
        {
            
this.mData buffer;
        }

        public 
byte[] ToArray()
        {
            return 
mData;
        }

        public 
void Send(Client.GameState c)
        {
            
c.Send(mData);
        }

        public 
enum Types ushort
        
{
            Switch = 
0,
            
Activate 1,
            
Upgrade 2,
            
Learn 4,
            
MartialPromoted 5,
            
Show 6,
            
Info 7
        
}
        public 
enum ID byte
        
{
            
None 0,
            
MartialArtist 1,
            
Warlock 2,
            
ChiMaster 3,
            
Sage 4,
            
Apothecary 5,
            
Performer 6,
            
Wrangler 9
        
}
    }
    public class 
SubClass WriterInterfaces.IPacket
    
{
        public const 
byte
        SwitchSubClass 
0,
        
ActivateSubClass 1,
        
ShowSubClasses 7,
        
MartialPromoted 5,
        
LearnSubClass 4;
        
Game.Entity Owner null;

        
byte[] Buffer;
        
byte Type;
        public 
SubClass(Game.Entity E) { Owner EType 7; }

        public 
void Deserialize(byte[] buffer)
        {
            
this.Buffer buffer;
        }

        public 
byte[] ToArray()
        {
            
Buffer = new byte[26 + (Owner.SubClasses.Classes.Count 3)];
            
WriteUInt16((ushort)(Buffer.Length 8), 0Buffer);
            
WriteUInt16(23202Buffer);
            
WriteUInt16((ushort)Type4Buffer);
            
WriteUInt16(Owner.SubClasses.StudyPoints6Buffer);
            
WriteUInt16((ushort)Owner.SubClasses.Classes.Count22Buffer);
            
int Position 26;
            if (
Owner.SubClasses.Classes.Count 0)
            {
                
Statement.SubClass[] Classes = new Statement.SubClass[Owner.SubClasses.Classes.Count];
                
Owner.SubClasses.Classes.Values.CopyTo(Classes0);
                foreach (
Statement.SubClass Class in Classes)
                {
                    
WriteByte(Class.IDPositionBuffer); Position++;
                    
WriteByte(Class.PhasePositionBuffer); Position++;
                    
WriteByte(Class.LevelPositionBuffer); Position++;
                }
            }
            
WriteString("TQServer", (Buffer.Length 8), Buffer);
            return 
Buffer;
        }

        public 
void Send(Client.GameState c)
        {
            
c.Send(Buffer);
        }
    }
    
#endregion

And Im So Sorry I Know I Ask About The Wrong Thing But Im Still Nop In This World And Im Try So Hard To Learn
XD:AboOsaama
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Old 06/23/2013, 15:15   #2
 
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rtfm for C#
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Old 06/23/2013, 15:51   #3
 
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I just love retards who don't know what the smiley means.
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Old 06/23/2013, 18:40   #4
 
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But I Dont UnderStand What You Mean About "smiley means".
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Old 06/23/2013, 19:35   #5
 
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Quote:
Originally Posted by wolf20100 View Post
But I Dont UnderStand What You Mean About "smiley means".
I don't think you understand anything
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Old 06/24/2013, 00:53   #6
 
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smiley means for : D laughing :} smiling etc... About your problem i suppose you should update some offsets but i really hadnt tried.
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Old 06/24/2013, 03:29   #7
 
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Offsets + 4 .. and its done .. length + 4 for sure
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Old 06/24/2013, 17:31   #8
 
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Quote:
Originally Posted by wolf20100 View Post
But I Dont UnderStand What You Mean About "smiley means".
if u used google to understand what he say u will know


Read the ****** manual

Quote:
Originally Posted by shadowman123 View Post
Offsets + 4 .. and its done .. length + 4 for sure
ty.
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Old 06/25/2013, 22:55   #9
 
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Quote:
Originally Posted by abdoumatrix View Post
if u used google to understand what he say u will know


Read the ****** manual



ty.
Thx I Know Naw What He Means
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Old 06/26/2013, 02:21   #10
 
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Quote:
Originally Posted by shadowman123 View Post
Offsets + 4 .. and its done .. length + 4 for sure
that is for 5730 or 5735?

cuz not working for 5730
i know that they add 1 uint at offset 4 for many packet 5735 is that was from patch 5370
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Old 06/26/2013, 10:20   #11
 
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thats the update for 5735
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Old 06/26/2013, 11:38   #12
 
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any one has it for 5730.
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