GameServer
PacketCreateCharacterResult.h
[詳解]
1 
7 #ifndef __PACKETCREATECHARACTERRESULT_H__
8 #define __PACKETCREATECHARACTERRESULT_H__
9 
10 #include "PacketBase.h"
12 #include "PacketID.h"
13 
14 
19 {
20 
21 public:
22 
28  virtual u8 GetPacketID() const { return PacketID::CreateCharacterResult; }
29 
31  {
40  };
41 
44 
45 
50  {
51  }
52 
57  {
58  Result = InResult;
59 
60  }
61 
62 
70  {
71  pStream->Serialize(&Result);
72 
73  return true;
74  }
75 };
76 
77 #endif // #ifndef __PACKETCREATECHARACTERRESULT_H__
unsigned char u8
Definition: TypeDefs.h:6
PacketCreateCharacterResult()
コンストラクタ
Definition: PacketCreateCharacterResult.h:49
u8 Result
結果
Definition: PacketCreateCharacterResult.h:43
PacketCreateCharacterResult(u8 InResult)
コンストラクタ
Definition: PacketCreateCharacterResult.h:56
virtual bool Serialize(s32 *pValue)=0
キャラクタ作成結果パケット
Definition: PacketCreateCharacterResult.h:18
名前が空欄
Definition: PacketCreateCharacterResult.h:37
ResultCode
Definition: PacketCreateCharacterResult.h:30
成功
Definition: PacketCreateCharacterResult.h:33
エラー
Definition: PacketCreateCharacterResult.h:39
キャラクタ作成結果パケット
Definition: PacketID.h:97
virtual u8 GetPacketID() const
パケットID取得.
Definition: PacketCreateCharacterResult.h:28
Definition: PacketBase.h:9
長すぎる名前
Definition: PacketCreateCharacterResult.h:35
Definition: MemoryStreamInterface.h:8
bool Serialize(MemoryStreamInterface *pStream)
シリアライズ
Definition: PacketCreateCharacterResult.h:69