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Cleaned up the emotes code.
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parent
0e8de966a9
commit
1d9f57a385
3 changed files with 14 additions and 11 deletions
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@ -771,9 +771,9 @@ namespace FFXIVClassic_Map_Server.Actors
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return mountState;
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}
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public void DoEmote(uint animId, uint descId)
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public void DoEmote(uint targettedActor, uint animId, uint descId)
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{
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BroadcastPacket(ActorDoEmotePacket.BuildPacket(actorId, actorId, currentTarget, animId, descId), true);
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BroadcastPacket(ActorDoEmotePacket.BuildPacket(actorId, actorId, targettedActor, animId, descId), true);
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}
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public void SendGameMessage(Actor sourceActor, Actor textIdOwner, ushort textId, byte log, params object[] msgParams)
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@ -14,16 +14,18 @@ namespace FFXIVClassic_Map_Server.packets.send.actor
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{
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byte[] data = new byte[PACKET_SIZE - 0x20];
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if (targettedActorId == 0xC0000000)
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if (targettedActorId == 0)
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{
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targettedActorId = sourceActorId;
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if (descriptionId != 10105)
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descriptionId++;
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}
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using (MemoryStream mem = new MemoryStream(data))
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{
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using (BinaryWriter binWriter = new BinaryWriter(mem))
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{
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uint realAnimID = 0x5000000 | (animationId << 12);
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if (descriptionId != 10105 && targettedActorId == sourceActorId)
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descriptionId++;
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binWriter.Write((UInt32)realAnimID);
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binWriter.Write((UInt32)targettedActorId);
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binWriter.Write((UInt32)descriptionId);
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@ -63,12 +63,16 @@ emoteTable = {
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};
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function onEventStarted(player, actor, triggerName, emoteId)
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function onEventStarted(player, actor, triggerName, emoteId, unknownArg1, arg2, arg3, targetId)
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if (targetId == nil) then
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targetId = 0;
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end
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if (player:GetState() == 0) then
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emote = emoteTable[emoteId];
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if (emote ~= nil) then
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player:doEmote(emote.animId, emote.descId);
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player:doEmote(targetId, emote.animId, emote.descId);
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else
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player:SendMessage(0x20, "", string.format("Not implemented; EmoteId: %d", emoteId));
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end
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@ -77,6 +81,3 @@ function onEventStarted(player, actor, triggerName, emoteId)
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player:EndEvent();
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end
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function onEventUpdate(player, npc)
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end
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