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https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-04-23 21:27:46 +00:00
Implemented more packets. Implemented zone grid map.
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parent
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commit
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7 changed files with 174 additions and 1 deletions
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@ -24,6 +24,7 @@ namespace FFXIVClassic_Lobby_Server
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private List<ClientConnection> mConnectionList = new List<ClientConnection>();
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private List<ClientConnection> mConnectionList = new List<ClientConnection>();
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private PacketProcessor mProcessor;
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private PacketProcessor mProcessor;
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private Thread mProcessorThread;
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private Thread mProcessorThread;
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private Thread mGameThread;
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#region Socket Handling
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#region Socket Handling
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public bool startServer()
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public bool startServer()
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@ -63,6 +64,8 @@ namespace FFXIVClassic_Lobby_Server
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mProcessor = new PacketProcessor(mConnectedPlayerList, mConnectionList);
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mProcessor = new PacketProcessor(mConnectedPlayerList, mConnectionList);
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mProcessorThread = new Thread(new ThreadStart(mProcessor.update));
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mProcessorThread = new Thread(new ThreadStart(mProcessor.update));
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mProcessorThread.Start();
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mProcessorThread.Start();
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//mGameThread = new Thread(new ThreadStart(mProcessor.update));
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//mGameThread.Start();
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return true;
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return true;
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}
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}
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72
FFXIVClassic Map Server/Zone.cs
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72
FFXIVClassic Map Server/Zone.cs
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@ -0,0 +1,72 @@
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using FFXIVClassic_Map_Server.dataobjects;
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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
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{
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class Zone
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{
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public uint mapId;
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public int boundingGridSize = 200;
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private Dictionary<Tuple<int, int>, List<Actor>> actorBlock = new Dictionary<Tuple<int, int>, List<Actor>>();
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public void addActorToZone(Actor actor)
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{
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int gridX = (int)actor.positionX / boundingGridSize;
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int gridY = (int)actor.positionY / boundingGridSize;
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lock (actorBlock)
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actorBlock[Tuple.Create(gridX, gridY)].Add(actor);
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}
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public void removeActorToZone(Actor actor)
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{
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int gridX = (int)actor.positionX / boundingGridSize;
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int gridY = (int)actor.positionY / boundingGridSize;
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lock (actorBlock)
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actorBlock[Tuple.Create(gridX, gridY)].Remove(actor);
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}
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public void updateActorPosition(Actor actor)
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{
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int gridX = (int)actor.positionX / boundingGridSize;
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int gridY = (int)actor.positionY / boundingGridSize;
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int gridOldX = (int)actor.oldPositionX / boundingGridSize;
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int gridOldY = (int)actor.oldPositionY / boundingGridSize;
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//Still in same block
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if (gridX == gridOldX && gridY == gridOldY)
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return;
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lock (actorBlock)
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actorBlock[Tuple.Create(gridOldX, gridOldY)].Remove(actor);
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lock (actorBlock)
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actorBlock[Tuple.Create(gridX, gridY)].Add(actor);
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}
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public List<Actor> getActorsAroundPoint(float x, float y, int checkDistance)
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{
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int gridX = (int)x/boundingGridSize;
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int gridY = (int)y/boundingGridSize;
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List<Actor> result = new List<Actor>();
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for (int gx = gridX - checkDistance; gx <= gridX + checkDistance; gx++)
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{
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for (int gy = gridY - checkDistance; gy <= gridY + checkDistance; gy++)
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{
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result.AddRange(actorBlock[Tuple.Create(gx, gy)]);
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}
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}
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return result;
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}
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}
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}
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@ -0,0 +1,11 @@
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<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
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<assembly xmlns="urn:schemas-microsoft-com:asm.v1" manifestVersion="1.0">
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<assemblyIdentity version="1.0.0.0" name="MyApplication.app"/>
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<trustInfo xmlns="urn:schemas-microsoft-com:asm.v2">
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<security>
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<requestedPrivileges xmlns="urn:schemas-microsoft-com:asm.v3">
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<requestedExecutionLevel level="asInvoker" uiAccess="false"/>
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</requestedPrivileges>
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</security>
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</trustInfo>
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</assembly>
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@ -40,6 +40,7 @@ namespace FFXIVClassic_Map_Server.dataobjects
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public uint[] appearanceIDs;
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public uint[] appearanceIDs;
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public float positionX, positionY, positionZ;
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public float positionX, positionY, positionZ;
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public float oldPositionX, oldPositionY, oldPositionZ;
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public float rotation;
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public float rotation;
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public ushort moveState;
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public ushort moveState;
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@ -0,0 +1,43 @@
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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.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 SetActorNamePacket
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{
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public const ushort OPCODE = 0x013D;
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public const uint PACKET_SIZE = 0x48;
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public static SubPacket buildPacket(uint playerActorID, uint targetActorID, uint displayNameID, string customName)
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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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binWriter.Write((UInt32)displayNameID);
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if (displayNameID == 0xFFFFFFFF)
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{
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if (customName.Length <= 0x20)
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binWriter.Write(Encoding.ASCII.GetBytes(customName));
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else
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binWriter.Write(Encoding.ASCII.GetBytes("ERROR: NAME TO BIG"));
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}
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}
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data = mem.GetBuffer();
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}
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SubPacket packet = new SubPacket(OPCODE, playerActorID, targetActorID, data);
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return packet;
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}
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}
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}
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@ -0,0 +1,42 @@
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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.inventory
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{
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class ChangeEquipmentPacket
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{
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public const ushort OPCODE = 0x014D;
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public const uint PACKET_SIZE = 0x28;
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public const UInt16 SLOT_MAINHAND = 0x00;
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public const UInt16 SLOT_OFFHAND = 0x01;
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public const UInt16 SLOT_THROWINGWEAPON = 0x04;
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public const UInt16 SLOT_PACK = 0x05;
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public const UInt16 SLOT_POUCH = 0x06;
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public const UInt16 SLOT_HEAD = 0x08;
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public const UInt16 SLOT_UNDERSHIRT = 0x09;
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public const UInt16 SLOT_BODY = 0x0A;
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public const UInt16 SLOT_UNDERGARMENT = 0x0B;
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public const UInt16 SLOT_LEGS = 0x0C;
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public const UInt16 SLOT_HANDS = 0x0D;
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public const UInt16 SLOT_BOOTS = 0x0E;
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public const UInt16 SLOT_WAIST = 0x0F;
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public const UInt16 SLOT_NECK = 0x10;
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public const UInt16 SLOT_EARS = 0x11;
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public const UInt16 SLOT_WRISTS = 0x13;
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public const UInt16 SLOT_RIGHTFINGER = 0x15;
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public const UInt16 SLOT_LEFTFINGER = 0x16;
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public static SubPacket buildPacket(uint playerActorID, ushort equipSlot, uint inventorySlot)
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{
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ulong combined = equipSlot | (inventorySlot << 32);
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return new SubPacket(OPCODE, 0, playerActorID, BitConverter.GetBytes(combined));
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}
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}
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}
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@ -16,6 +16,7 @@ namespace FFXIVClassic_Map_Server.packets.send.Actor.inventory
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public const ushort CODE_ITEMS = 0x0000;
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public const ushort CODE_ITEMS = 0x0000;
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public const ushort CODE_CURRANCYITEMS = 0x0063;
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public const ushort CODE_CURRANCYITEMS = 0x0063;
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public const ushort CODE_KEYITEMS = 0x0064;
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public const ushort CODE_KEYITEMS = 0x0064;
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public const ushort CODE_EQUIPMENT = 0x00FE;
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public static SubPacket buildPacket(uint playerActorID, ushort size, ushort code)
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public static SubPacket buildPacket(uint playerActorID, ushort size, ushort code)
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{
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{
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