2015-10-06 20:06:08 -04:00
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using FFXIVClassic_Lobby_Server.packets;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace FFXIVClassic_Map_Server.packets.send.actor
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{
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class SetActorStatePacket
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{
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2016-01-02 16:47:35 -05:00
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public const int MAIN_STATE_PASSIVE = 0;
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public const int MAIN_STATE_DEAD = 1;
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public const int MAIN_STATE_ACTIVE = 2;
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public const int MAIN_STATE_DEAD2 = 3;
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public const int MAIN_STATE_SITTING_OBJECT = 11;
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public const int MAIN_STATE_SITTING_FLOOR = 13;
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2015-10-06 20:06:08 -04:00
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2016-01-02 16:47:35 -05:00
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public const int MAIN_STATE_MOUNTED = 15;
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2015-10-06 20:06:08 -04:00
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2016-01-02 16:47:35 -05:00
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public const int MAIN_STATE_UNKNOWN1 = 0x0E;
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public const int MAIN_STATE_UNKNOWN2 = 0x1E;
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public const int MAIN_STATE_UNKNOWN3 = 0x1F;
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public const int MAIN_STATE_UNKNOWN4 = 0x20;
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2015-10-06 20:06:08 -04:00
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2016-01-02 16:47:35 -05:00
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//What is this for?
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public const int SUB_STATE_PLAYER = 0xBF;
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public const int SUB_STATE_MONSTER = 0x03;
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public const ushort OPCODE = 0x134;
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public const uint PACKET_SIZE = 0x28;
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2015-10-06 23:08:40 -04:00
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2016-01-02 16:47:35 -05:00
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public static SubPacket buildPacket(uint playerActorID, uint targetID, uint mainState, uint subState)
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{
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uint combined = (mainState & 0xFF) | ((subState & 0xFF) << 8);
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2015-10-06 23:08:40 -04:00
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return new SubPacket(OPCODE, playerActorID, targetID, BitConverter.GetBytes(combined));
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2015-10-06 20:06:08 -04:00
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}
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}
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}
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