Package com.l2client.network.game.ServerPackets

Examples of com.l2client.network.game.ServerPackets.ServerClose


    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:
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