Aura.Channel.Network.Sending.Send.BlacksmithingMiniGame C# (CSharp) Méthode

BlacksmithingMiniGame() public static méthode

Sends BlacksmithingMiniGame to creature's client, which starts the Blacksmithing mini-game.
The position of the dots is relative to the upper left of the field. They land exactly on those spots after "wavering" for a moment. This wavering is randomized on the client side and doesn't affect anything. The time bar is always the same, but the time it takes to fill up changes based on the "time displacement". The lower the value, the longer it takes to fill up. Using values that are too high or too low mess up the calculations and cause confusing results. The official range seems to be between ~0.81 and ~0.98.
public static BlacksmithingMiniGame ( Creature creature, Prop prop, Item item, List dots, int deviation ) : void
creature Aura.Channel.World.Entities.Creature
prop Aura.Channel.World.Entities.Prop
item Item
dots List
deviation int
Résultat void
		public static void BlacksmithingMiniGame(Creature creature, Prop prop, Item item, List<BlacksmithDot> dots, int deviation)
		{
			if (dots == null || dots.Count != 5)
				throw new ArgumentException("5 dots required.");

			var packet = new Packet(Op.BlacksmithingMiniGame, creature.EntityId);

			// Untested if this is actually the deviation/cursor size,
			// but Tailoring does something very similar. Just like with
			// Tailoring, wrong values cause failed games.
			packet.PutShort((short)deviation);

			foreach (var dot in dots)
			{
				packet.PutShort((short)dot.X);
				packet.PutShort((short)dot.Y);
				packet.PutFloat(dot.TimeDisplacement);
				packet.PutShort((short)dot.Deviation);
			}

			packet.PutLong(prop.EntityId);
			packet.PutInt(0);
			packet.PutLong(item.EntityId);
			packet.PutInt(0);

			creature.Client.Send(packet);
		}
Send