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project-meteor-server/FFXIVClassic Map Server/packets/send/Actor/SetActorSubStatPacket.cs

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using System;
using System.IO;
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using FFXIVClassic.Common;
namespace FFXIVClassic_Map_Server.packets.send.actor
{
class SetActorSubStatPacket
{
public const ushort OPCODE = 0x144;
public const uint PACKET_SIZE = 0x28;
enum SubStat : int
{
Breakage = 0x00, // (index goes high to low, bitflags)
Chant = 0x01, // [Nibbles: left / right hand = value]) (AKA SubStatObject)
Guard = 0x02, // [left / right hand = true] 0,1,2,3) ||| High byte also defines how many bools to use as flags for byte 0x4.
Waste = 0x03, // (High Nibble)
Mode = 0x04, // ???
Unknown = 0x05, // ???
SubStatMotionPack = 0x06,
Unknown2 = 0x07,
}
public static SubPacket BuildPacket(uint sourceActorId, byte breakage, int leftChant, int rightChant, int guard, int wasteStat, int statMode, uint idleAnimationId)
{
byte[] data = new byte[PACKET_SIZE - 0x20];
using (MemoryStream mem = new MemoryStream(data))
{
using (BinaryWriter binWriter = new BinaryWriter(mem))
{
binWriter.Write((byte)breakage);
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binWriter.Write((byte)(((leftChant & 0xF) << 4) | (rightChant & 0xF)));
binWriter.Write((byte)(guard & 0xF));
binWriter.Write((byte)(wasteStat));
binWriter.Write((byte)(statMode));
binWriter.Write((byte)0);
binWriter.Write((UInt16)(idleAnimationId&0xFFFF));
}
}
return new SubPacket(OPCODE, sourceActorId, data);
}
}
}