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sapphire/src/servers/Server_Zone/Network/PacketWrappers/PlayerStateFlagsPacket.h

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#ifndef _PLAYERSTATE_H
#define _PLAYERSTATE_H
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#include <src/servers/Server_Common/Network/GamePacketNew.h>
#include "src/servers/Server_Zone/Actor/Player.h"
#include "src/servers/Server_Zone/Forwards.h"
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namespace Core {
namespace Network {
namespace Packets {
namespace Server {
/**
* @brief Packet sent to set a players state, this impacts which actions he can perform.
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*/
class PlayerStateFlagsPacket :
public GamePacketNew< FFXIVIpcPlayerStateFlags >
{
public:
PlayerStateFlagsPacket( Entity::PlayerPtr pActor ) :
GamePacketNew< FFXIVIpcPlayerStateFlags >( pActor->getId(), pActor->getId() )
{
initialize( pActor->getStateFlags() );
}
PlayerStateFlagsPacket( Entity::PlayerPtr pActor, std::vector< Common::PlayerStateFlag > flags ) :
GamePacketNew< FFXIVIpcPlayerStateFlags >( pActor->getId(), pActor->getId() )
{
uint8_t newFlags[7];
memset( newFlags, 0, 7 );
for( auto& flag : flags )
{
int32_t iFlag = static_cast< uint32_t >( flag );
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uint8_t index = iFlag / 8;
uint8_t bitIndex = iFlag % 8;
uint8_t value = 1 << bitIndex;
newFlags[index] |= value;
}
initialize( newFlags );
}
private:
void initialize( const uint8_t* flags )
{
memcpy( m_data.flags, flags, 7 );
};
};
}
}
}
}
#endif /*_PLAYERSTATE_H*/