Ported .Net Core commits:
hondacrx: - Initial commit: Switch to .Net Core 2.0 - Fix build and removed not needed files Fabi: - Updated solution platforms. - Changed folder structure. - Change library target framework to netstandard2.0. - Updated solution platforms again... - Removed windows specific kernel32 function usage (Ctrl-C handler).
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/*
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* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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using Framework.Constants;
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using Game.Entities;
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using System.Collections.Generic;
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namespace Game.Network.Packets
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{
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class AddToy : ClientPacket
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{
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public AddToy(WorldPacket packet) : base(packet) { }
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public override void Read()
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{
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Guid = _worldPacket.ReadPackedGuid();
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}
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public ObjectGuid Guid;
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}
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class UseToy : ClientPacket
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{
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public UseToy(WorldPacket packet) : base(packet) { }
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public override void Read()
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{
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ItemID = _worldPacket.ReadUInt32();
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Cast.Read(_worldPacket);
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}
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public SpellCastRequest Cast = new SpellCastRequest();
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public uint ItemID;
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}
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class AccountToysUpdate : ServerPacket
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{
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public AccountToysUpdate() : base(ServerOpcodes.AccountToysUpdate, ConnectionType.Instance) { }
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public override void Write()
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{
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_worldPacket.WriteBit(IsFullUpdate);
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_worldPacket.FlushBits();
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// both lists have to have the same size
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_worldPacket.WriteUInt32(Toys.Count);
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_worldPacket.WriteUInt32(Toys.Count);
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foreach (var item in Toys)
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_worldPacket.WriteUInt32(item.Key);
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foreach (var favourite in Toys)
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_worldPacket.WriteBit(favourite.Value);
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_worldPacket.FlushBits();
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}
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public bool IsFullUpdate = false;
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public Dictionary<uint, bool> Toys = new Dictionary<uint, bool>();
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}
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}
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