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Packet for instantiating actor in lua engine implemented, though first value unknown.
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using FFXIVClassic_Lobby_Server.packets;
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using FFXIVClassic_Map_Server.lua;
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using System;
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using System.Collections.Generic;
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using System.IO;
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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 ActorInstantiatePacket
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{
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public const ushort OPCODE = 0x00CC;
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public const uint PACKET_SIZE = 0x128;
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public static SubPacket buildPacket(uint sourceActorID, uint targetActorID, string objectName, string className, List<LuaParam> initParams)
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{
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byte[] data = new byte[PACKET_SIZE - 0x20];
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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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int value = 0;
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binWriter.Write((Int32)value);
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binWriter.Write(Encoding.ASCII.GetBytes(objectName), 0, Encoding.ASCII.GetByteCount(objectName) >= 0x20 ? 0x20 : Encoding.ASCII.GetByteCount(objectName));
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binWriter.BaseStream.Seek(0x24, SeekOrigin.Begin);
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binWriter.Write(Encoding.ASCII.GetBytes(className), 0, Encoding.ASCII.GetByteCount(className) >= 0x20 ? 0x20 : Encoding.ASCII.GetByteCount(className));
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binWriter.BaseStream.Seek(0x44, SeekOrigin.Begin);
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LuaUtils.writeLuaParams(binWriter, initParams);
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}
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}
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return new SubPacket(OPCODE, sourceActorID, targetActorID, data);
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}
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}
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}
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