GameServerPacket pa = null;
switch (status) {
case STATE_INITIAL: {
switch (cde) {
case 0x20:
pa = new ServerClose();
break;
case 0x2e:
pa = new KeyPacket();
status = STATE_AUTHENTIFIED;
break;
}
break;
}
case STATE_AUTHENTIFIED: {
switch (cde) {
case 0x09:
pa = new CharSelectionInfo();
break;
case 0x20:
pa = new ServerClose();
break;
}
}
case STATE_INGAME: {
switch (cde & 0xFF) {
case 0x00:
pa = new Die();
break;
case 0x01:
pa = new Revive();
break;
case 0x05:
pa = new SpawnItem();
break;
case 0x06:
// pa = new SellList();
break;
case 0x07:
// pa = new BuyList();
break;
case 0x08:
pa = new DeleteObject();
break;
case 0x0b:
pa = new CharSelected();
break;
case 0x0c:
pa = new NpcInfo();
break;
case 0x0d:
// pa = new NewCharacterSuccess();
break;
case 0x0f:
pa = new CharCreateOk();
break;
case 0x10:
pa = new CharCreateFail();
break;
case 0x11:
pa = new ItemList();
break;
case 0x12:
// pa = new SunRise();
break;
case 0x13:
// pa = new SunSet();
break;
case 0x14:
// pa = new TradeStart();
break;
case 0x16:
pa = new DropItem();
break;
case 0x17:
// pa = new GetItem();
break;
case 0x18:
pa = new StatusUpdate();
break;
case 0x19:
// pa = new NpcHtmlMessage();
break;
case 0x1a:
// pa = new TradeOwnAdd();
break;
case 0x1b:
// pa = new TradeOtherAdd();
break;
case 0x1c:
// pa = new TradeDone();
break;
case 0x1d:
// pa = new CharDeleteSuccess();
break;
case 0x1e:
// pa = new CharDeleteFail();
break;
case 0x1f:
pa = new ActionFailed();
break;
case 0x20:
pa = new ServerClose();
break;
case 0x21:
// pa = new InventoryUpdate();
break;
case 0x22: