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project-meteor-server/FFXIVClassic Map Server/lua/LuaPlayer.cs

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using FFXIVClassic_Map_Server.Actors;
using FFXIVClassic_Map_Server.packets.send;
using MoonSharp.Interpreter;
using System.Collections.Generic;
namespace FFXIVClassic_Map_Server.lua
{
[MoonSharpUserData]
class LuaPlayer
{
private Player player;
public LuaPlayer(Player player)
{
this.player = player;
}
public void SetMusic(ushort musicID, ushort playMode)
{
player.playerSession.QueuePacket(SetMusicPacket.BuildPacket(player.actorId, musicID, playMode), true, false);
}
public void SetWeather(ushort weatherID)
{
player.playerSession.QueuePacket(SetWeatherPacket.BuildPacket(player.actorId, weatherID, 1), true, false);
}
public void GetParameter(string paramName)
{
}
public void SetParameter(string paramName, object value, string uiToRefresh)
{
}
public void GetAttributePoints()
{
}
public void SetAttributePoints(int str, int vit, int dex, int inte, int min, int pie)
{
}
public void Logout()
{
player.playerSession.QueuePacket(LogoutPacket.BuildPacket(player.actorId), true, false);
}
public void QuitGame()
{
player.playerSession.QueuePacket(QuitPacket.BuildPacket(player.actorId), true, false);
}
public void RunEvent(string functionName, params object[] parameters)
{
List<LuaParam> lParams = LuaUtils.CreateLuaParamList(parameters);
// player.playerSession.QueuePacket(RunEventFunctionPacket.BuildPacket(player.actorId, player.eventCurrentOwner, player.eventCurrentStarter, functionName, lParams), true, false);
}
public void EndEvent()
{
// player.playerSession.QueuePacket(EndEventPacket.BuildPacket(player.actorId, player.eventCurrentOwner, player.eventCurrentStarter), true, false);
}
}
}