Package lineage2.gameserver.network.clientpackets

Source Code of lineage2.gameserver.network.clientpackets.CharacterSelected

/*
* This program is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
package lineage2.gameserver.network.clientpackets;

import lineage2.gameserver.Config;
import lineage2.gameserver.model.Player;
import lineage2.gameserver.network.GameClient;
import lineage2.gameserver.network.GameClient.GameClientState;
import lineage2.gameserver.network.serverpackets.ActionFail;
import lineage2.gameserver.network.serverpackets.CharSelected;
import lineage2.gameserver.utils.AutoBan;

/**
* @author Mobius
* @version $Revision: 1.0 $
*/
public class CharacterSelected extends L2GameClientPacket
{
  /**
   * Field _charSlot.
   */
  private int _charSlot;
 
  /**
   * Method readImpl.
   */
  @Override
  protected void readImpl()
  {
    _charSlot = readD();
  }
 
  /**
   * Method runImpl.
   */
  @Override
  protected void runImpl()
  {
    GameClient client = getClient();
    if (Config.SECOND_AUTH_ENABLED && !client.getSecondaryAuth().isAuthed())
    {
      client.getSecondaryAuth().openDialog();
      return;
    }
    if (client.getActiveChar() != null)
    {
      return;
    }
    int objId = client.getObjectIdForSlot(_charSlot);
    if (AutoBan.isBanned(objId))
    {
      sendPacket(ActionFail.STATIC);
      return;
    }
    Player activeChar = client.loadCharFromDisk(_charSlot);
    if (activeChar == null)
    {
      sendPacket(ActionFail.STATIC);
      return;
    }
    if (activeChar.getAccessLevel() < 0)
    {
      activeChar.setAccessLevel(0);
    }
    client.setState(GameClientState.IN_GAME);
    sendPacket(new CharSelected(activeChar, client.getSessionKey().playOkID1));
  }
}
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