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More renames

This commit is contained in:
goaaats 2018-07-03 14:31:20 +02:00
parent b53f03aa9f
commit 70d58d2484
4 changed files with 26 additions and 26 deletions

View file

@ -217,7 +217,7 @@ namespace Core {
SetDutyActionRemaining = 0x5EB,
};
enum ClientActorControlType
enum ClientTriggerType
{
ToggleSeathe = 0x01,
ToggleAutoAttack = 0x02,

View file

@ -227,7 +227,7 @@ namespace Packets {
ReqCountdownCancel = 0x012D, // updated 4.2
ZoneLineHandler = 0x013C, // updated 4.3
ClientActorControl = 0x013D, // updated 4.3
ClientTrigger = 0x013D, // updated 4.3
DiscoveryHandler = 0x013E, // updated 4.3
SkillHandler = 0x0140, // updated 4.3

View file

@ -66,7 +66,7 @@ Core::Network::GameConnection::GameConnection( Core::Network::HivePtr pHive,
setZoneHandler( ClientZoneIpcType::FcInfoReqHandler, "FcInfoReqHandler", &GameConnection::fcInfoReqHandler );
setZoneHandler( ClientZoneIpcType::ZoneLineHandler, "ZoneLineHandler", &GameConnection::zoneLineHandler );
setZoneHandler( ClientZoneIpcType::ClientActorControl, "ClientActorControl", &GameConnection::clientTriggerHandler );
setZoneHandler( ClientZoneIpcType::ClientTrigger, "ClientTrigger", &GameConnection::clientTriggerHandler );
setZoneHandler( ClientZoneIpcType::DiscoveryHandler, "DiscoveryHandler", &GameConnection::discoveryHandler );

View file

@ -62,7 +62,7 @@ void Core::Network::GameConnection::clientTriggerHandler( const Packets::GamePac
switch( commandId )
{
case ClientActorControlType::ToggleSeathe: // Toggle sheathe
case ClientTriggerType::ToggleSeathe: // Toggle sheathe
{
if ( param11 == 1 )
player.setStance( Entity::Chara::Stance::Active );
@ -76,7 +76,7 @@ void Core::Network::GameConnection::clientTriggerHandler( const Packets::GamePac
break;
}
case ClientActorControlType::ToggleAutoAttack: // Toggle auto-attack
case ClientTriggerType::ToggleAutoAttack: // Toggle auto-attack
{
if ( param11 == 1 )
{
@ -90,51 +90,51 @@ void Core::Network::GameConnection::clientTriggerHandler( const Packets::GamePac
break;
}
case ClientActorControlType::ChangeTarget: // Change target
case ClientTriggerType::ChangeTarget: // Change target
{
uint64_t targetId = inPacket.getValAt< uint64_t >( 0x24 );
player.changeTarget( targetId );
break;
}
case ClientActorControlType::DismountReq:
case ClientTriggerType::DismountReq:
{
player.dismount();
break;
}
case ClientActorControlType::RemoveStatusEffect: // Remove status (clicking it off)
case ClientTriggerType::RemoveStatusEffect: // Remove status (clicking it off)
{
// todo: check if status can be removed by client from exd
player.removeSingleStatusEffectById( static_cast< uint32_t >( param1 ) );
break;
}
case ClientActorControlType::CastCancel: // Cancel cast
case ClientTriggerType::CastCancel: // Cancel cast
{
if( player.getCurrentAction() )
player.getCurrentAction()->setInterrupted();
break;
}
case ClientActorControlType::MarkPlayer: // Mark player
case ClientTriggerType::MarkPlayer: // Mark player
{
break;
}
case ClientActorControlType::SetTitleReq: // Set player title
case ClientTriggerType::SetTitleReq: // Set player title
{
player.setTitle( static_cast< uint16_t >( param1 ) );
break;
}
case ClientActorControlType::TitleList: // Get title list
case ClientTriggerType::TitleList: // Get title list
{
player.sendTitleList();
break;
}
case ClientActorControlType::UpdatedSeenHowTos: // Update howtos seen
case ClientTriggerType::UpdatedSeenHowTos: // Update howtos seen
{
uint32_t howToId = param11;
player.updateHowtosSeen( howToId );
break;
}
case ClientActorControlType::EmoteReq: // emote
case ClientTriggerType::EmoteReq: // emote
{
uint64_t targetId = player.getTargetId();
uint32_t emoteId = inPacket.getValAt< uint32_t >( 0x24 );
@ -142,23 +142,23 @@ void Core::Network::GameConnection::clientTriggerHandler( const Packets::GamePac
player.emote( emoteId, targetId );
break;
}
case ClientActorControlType::PersistantEmoteCancel: // cancel persistant emote
case ClientTriggerType::PersistantEmoteCancel: // cancel persistant emote
{
break;
}
case ClientActorControlType::PoseChange: // change pose
case ClientTriggerType::PoseChange: // change pose
{
break;
}
case ClientActorControlType::PoseReapply: // reapply pose
case ClientTriggerType::PoseReapply: // reapply pose
{
break;
}
case ClientActorControlType::PoseCancel: // cancel pose
case ClientTriggerType::PoseCancel: // cancel pose
{
break;
}
case ClientActorControlType::Return: // return dead / accept raise
case ClientTriggerType::Return: // return dead / accept raise
{
switch ( static_cast < ResurrectType >( param1 ) )
{
@ -174,38 +174,38 @@ void Core::Network::GameConnection::clientTriggerHandler( const Packets::GamePac
}
}
case ClientActorControlType::FinishZoning: // Finish zoning
case ClientTriggerType::FinishZoning: // Finish zoning
{
player.finishZoning();
break;
}
case ClientActorControlType::Teleport: // Teleport
case ClientTriggerType::Teleport: // Teleport
{
player.teleportQuery( param11 );
break;
}
case ClientActorControlType::DyeItem: // Dye item
case ClientTriggerType::DyeItem: // Dye item
{
break;
}
case ClientActorControlType::DirectorInitFinish: // Director init finish
case ClientTriggerType::DirectorInitFinish: // Director init finish
{
player.getCurrentZone()->onInitDirector( player );
break;
}
case ClientActorControlType::SomeDirectorEvent: // Director init finish
case ClientTriggerType::SomeDirectorEvent: // Director init finish
{
player.getCurrentZone()->onSomeDirectorEvent( player );
break;
}
case ClientActorControlType::EnterTerritoryEventFinished:// this may still be something else. I think i have seen it elsewhere
case ClientTriggerType::EnterTerritoryEventFinished:// this may still be something else. I think i have seen it elsewhere
{
player.setOnEnterEventDone( true );
break;
}
case ClientActorControlType::RequestInstanceLeave:
case ClientTriggerType::RequestInstanceLeave:
{
// todo: apply cf penalty if applicable, make sure player isnt in combat
player.exitInstance();