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1 | import flash.events.Event; | |
2 | ||
3 | //Comments by Oliboli8769 | |
4 | - | |
4 | + | |
5 | Security.allowDomain("*"); | |
6 | //URLs as Strings used for easiness | |
7 | var sURL1 = "http://aqworldscdn.aq.com/game/"; | |
8 | var sURL2 = "http://cdn.aqworlds.com/game/"; | |
9 | var sFile; //used to store game version string | |
10 | - | var versionLoader:URLLoader; |
10 | + | var versionLoader: URLLoader; |
11 | - | var Game:Object; |
11 | + | var Game: Object; |
12 | - | var swfContext:LoaderContext; |
12 | + | var swfContext: LoaderContext; |
13 | - | var swfLoader:Loader; |
13 | + | var swfLoader: Loader; |
14 | - | var swfRequest:URLRequest; |
14 | + | var swfRequest: URLRequest; |
15 | ||
16 | GetVersion(); //starts game load | |
17 | ||
18 | - | function GetVersion() |
18 | + | function GetVersion() { |
19 | - | { |
19 | + | //checks for most recent game version from ASP file |
20 | - | //checks for most recent game version from ASP file |
20 | + | versionLoader = new URLLoader(); |
21 | - | versionLoader = new URLLoader(); |
21 | + | versionLoader.addEventListener(Event.COMPLETE, onVersionComplete); //adds event listener for when the ASP is loaded |
22 | - | versionLoader.addEventListener(Event.COMPLETE, onVersionComplete); //adds event listener for when the ASP is loaded |
22 | + | versionLoader.load(new URLRequest(sURL1 + "gameversion.asp")); //same as http://aqworldscdn.aq.com/game/gameversion.asp |
23 | - | versionLoader.load(new URLRequest(sURL1 + "gameversion.asp")); //same as http://aqworldscdn.aq.com/game/gameversion.asp |
23 | + | |
24 | function onVersionComplete(param1: Event) { | |
25 | - | function onVersionComplete(param1:Event) |
25 | + | //ASP file has now been fully loaded |
26 | - | { |
26 | + | var vars: URLVariables; |
27 | - | //ASP file has now been fully loaded |
27 | + | vars = new URLVariables(param1.target.data); //reads variables held on loaded ASP |
28 | - | var vars:URLVariables; |
28 | + | if (vars.status == "success") //checks the 'status' var on ASP |
29 | - | vars = new URLVariables(param1.target.data); //reads variables held on loaded ASP |
29 | + | { |
30 | - | if (vars.status == "success") //checks the 'status' var on ASP |
30 | + | //after confirmation |
31 | - | { |
31 | + | sFile = vars.sFile; //reads game version linkage and saves as the variable sFile |
32 | - | //after confirmation |
32 | + | LoadGame(); //now the version is found, we can load the game |
33 | - | sFile = vars.sFile; //reads game version linkage and saves as the variable sFile |
33 | + | } |
34 | - | LoadGame(); //now the version is found, we can load the game |
34 | + | |
35 | - | } |
35 | + | function LoadGame() { |
36 | swfContext = new LoaderContext(false, ApplicationDomain.currentDomain, null); | |
37 | - | function LoadGame() |
37 | + | swfLoader = new Loader(); |
38 | - | { |
38 | + | swfRequest = new URLRequest(sURL2 + "gamefiles/" + sFile); //using sFile from before as updated game linkage |
39 | - | swfContext = new LoaderContext(false,ApplicationDomain.currentDomain,null); |
39 | + | swfLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onGameComplete); //adds event listener for the game load |
40 | - | swfLoader = new Loader(); |
40 | + | swfLoader.contentLoaderInfo.addEventListener(flash.events.ProgressEvent.PROGRESS, onGameProgress); //adds event listener for how much the game has loaded |
41 | - | swfRequest = new URLRequest(sURL2 + "gamefiles/" + sFile); //using sFile from before as updated game linkage |
41 | + | swfLoader.load(swfRequest, swfContext); |
42 | - | swfLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onGameComplete); //adds event listener for the game load |
42 | + | stage.quality = StageQuality.LOW; //sets stage quality to low, possibly reducing lag (optional) |
43 | - | swfLoader.contentLoaderInfo.addEventListener(flash.events.ProgressEvent.PROGRESS, onGameProgress); //adds event listener for how much the game has loaded |
43 | + | |
44 | - | swfLoader.load(swfRequest, swfContext); |
44 | + | function onGameComplete(loadEvent: Event) { |
45 | - | stage.quality = StageQuality.LOW; //sets stage quality to low, possibly reducing lag (optional) |
45 | + | stage.addChildAt(loadEvent.currentTarget.content, 0); //adds the loaded game content to the stage |
46 | loadEvent.currentTarget.content.y = 0.0; | |
47 | - | function onGameComplete(loadEvent:Event) |
47 | + | loadEvent.currentTarget.content.x = 0.0; |
48 | - | { |
48 | + | Game = Object(loadEvent.currentTarget.content); //stores loaded content onto the Object Game |
49 | - | stage.addChildAt(loadEvent.currentTarget.content, 0); //adds the loaded game content to the stage |
49 | + | Game.params.sURL2 = sURL2; |
50 | - | loadEvent.currentTarget.content.y = 0.0; |
50 | + | Game.params.sTitle = "Trainer Tutorial By OB"; |
51 | - | loadEvent.currentTarget.content.x = 0.0; |
51 | + | |
52 | - | Game = Object(loadEvent.currentTarget.content); //stores loaded content onto the Object Game |
52 | + | function onGameProgress(arg1: flash.events.ProgressEvent): void { |
53 | - | Game.params.sURL2 = sURL2; |
53 | + | //this can be used for progress bars/loaders before trainers |
54 | var percentage: *= arg1.bytesLoaded / arg1.bytesTotal; | |
55 | - | function onGameProgress(arg1:flash.events.ProgressEvent):void |
55 | + | trace(percentage * 100); //traces how much the game has loaded as a percentage |
56 | - | { |
56 | + | return; |
57 | - | //this can be used for progress bars/loaders before trainers |
57 | + | |
58 | - | var percentage:*=arg1.bytesLoaded / arg1.bytesTotal * 100; |
58 | + | function SendPacket(packet: String) { |
59 | - | trace(loc1); //traces how much the game has loaded as a percentage |
59 | + | var args: Array = new Array; |
60 | - | return; |
60 | + | var tempArg: String = ""; |
61 | - | } |
61 | + | var var1: String = ""; |
62 | var done1: Boolean = false; | |
63 | var var2: String = ""; | |
64 | var done2: Boolean = false; | |
65 | var done3: Boolean = false; | |
66 | var done4: Boolean = false; | |
67 | ||
68 | var i: Number = 1; | |
69 | ||
70 | while (i < packet.length) { | |
71 | if (packet.charAt(i) != "%") { | |
72 | if (done1 && !done2) { | |
73 | var1 += packet.charAt(i); | |
74 | } else if (done1 && done2 && !done3) { | |
75 | var2 += packet.charAt(i); | |
76 | } else if (done1 && done2 && done3 && done4) { | |
77 | tempArg += packet.charAt(i); | |
78 | } | |
79 | } else { | |
80 | if (!done1) { | |
81 | done1 = true; | |
82 | } else if (done1 && !done2) { | |
83 | done2 = true; | |
84 | } else if (done1 && done2 && !done3) { | |
85 | done3 = true; | |
86 | } else if (done1 && done2 && done3 && !done4) { | |
87 | done4 = true; | |
88 | } else if (done1 && done2 && done3 && done4) { | |
89 | args.push(tempArg); | |
90 | tempArg = ""; | |
91 | } | |
92 | } | |
93 | ||
94 | i++; | |
95 | } | |
96 | ||
97 | var room: String = Game.world.curRoom; | |
98 | ||
99 | switch (var2) { | |
100 | case "afk": | |
101 | room = "1"; | |
102 | break; | |
103 | case "hi": | |
104 | room = "1"; | |
105 | break; | |
106 | case "gar": | |
107 | room = "1"; | |
108 | break; | |
109 | case "cmd": | |
110 | room = "1"; | |
111 | break; | |
112 | } | |
113 | ||
114 | trace("Zone Master: " + var1); | |
115 | trace("Packet Type: " + var2); | |
116 | trace("Arguements: " + args); | |
117 | Game.world.rootClass.sfc.sendXtMessage(var1, var2, args, "str", room); | |
118 | } | |
119 | stop(); |