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fix indent: episode 2

This commit is contained in:
Adam 2018-03-15 03:31:46 +11:00
parent f20d3adc61
commit b1d1d885a7

View file

@ -128,8 +128,8 @@ void Core::Network::GameConnection::actionHandler( const Packets::GamePacket& in
switch( commandId ) switch( commandId )
{ {
case ClientTrigger::ToggleSeathe: // Toggle sheathe case ClientTrigger::ToggleSeathe: // Toggle sheathe
{ {
if ( param11 == 1 ) if ( param11 == 1 )
player.setStance( Entity::Chara::Stance::Active ); player.setStance( Entity::Chara::Stance::Active );
else else
@ -141,9 +141,9 @@ void Core::Network::GameConnection::actionHandler( const Packets::GamePacket& in
player.sendToInRangeSet( ActorControlPacket142( player.getId(), 0, param11, 1 ) ); player.sendToInRangeSet( ActorControlPacket142( player.getId(), 0, param11, 1 ) );
break; break;
} }
case ClientTrigger::ToggleAutoAttack: // Toggle auto-attack case ClientTrigger::ToggleAutoAttack: // Toggle auto-attack
{ {
if ( param11 == 1 ) if ( param11 == 1 )
{ {
player.setAutoattack( true ); player.setAutoattack( true );
@ -155,135 +155,135 @@ void Core::Network::GameConnection::actionHandler( const Packets::GamePacket& in
player.sendToInRangeSet( ActorControlPacket142( player.getId(), 1, param11, 1 ) ); player.sendToInRangeSet( ActorControlPacket142( player.getId(), 1, param11, 1 ) );
break; break;
} }
case ClientTrigger::ChangeTarget: // Change target case ClientTrigger::ChangeTarget: // Change target
{ {
uint64_t targetId = inPacket.getValAt< uint64_t >( 0x24 ); uint64_t targetId = inPacket.getValAt< uint64_t >( 0x24 );
player.changeTarget( targetId ); player.changeTarget( targetId );
break; break;
} }
case ClientTrigger::Dismount: case ClientTrigger::Dismount:
{ {
player.dismount(); player.dismount();
break; break;
} }
case ClientTrigger::RemoveStatusEffect: // Remove status (clicking it off) case ClientTrigger::RemoveStatusEffect: // Remove status (clicking it off)
{ {
// todo: check if status can be removed by client from exd // todo: check if status can be removed by client from exd
player.removeSingleStatusEffectById( static_cast< uint32_t >( param1 ) ); player.removeSingleStatusEffectById( static_cast< uint32_t >( param1 ) );
break; break;
} }
case ClientTrigger::CastCancel: // Cancel cast case ClientTrigger::CastCancel: // Cancel cast
{ {
if( player.getCurrentAction() ) if( player.getCurrentAction() )
player.getCurrentAction()->setInterrupted(); player.getCurrentAction()->setInterrupted();
break; break;
} }
case ClientTrigger::MarkPlayer: // Mark player case ClientTrigger::MarkPlayer: // Mark player
{ {
break; break;
} }
case ClientTrigger::SetTitle: // Set player title case ClientTrigger::SetTitle: // Set player title
{ {
player.setTitle( static_cast< uint16_t >( param1 ) ); player.setTitle( static_cast< uint16_t >( param1 ) );
break; break;
} }
case ClientTrigger::TitleList: // Get title list case ClientTrigger::TitleList: // Get title list
{ {
player.sendTitleList(); player.sendTitleList();
break; break;
} }
case ClientTrigger::UpdatedSeenHowTos: // Update howtos seen case ClientTrigger::UpdatedSeenHowTos: // Update howtos seen
{ {
uint32_t howToId = param11; uint32_t howToId = param11;
player.updateHowtosSeen( howToId ); player.updateHowtosSeen( howToId );
break; break;
} }
case ClientTrigger::Emote: // emote case ClientTrigger::Emote: // emote
{ {
uint64_t targetId = player.getTargetId(); uint64_t targetId = player.getTargetId();
uint32_t emoteId = inPacket.getValAt< uint32_t >( 0x24 ); uint32_t emoteId = inPacket.getValAt< uint32_t >( 0x24 );
player.emote( emoteId, targetId ); player.emote( emoteId, targetId );
break; break;
} }
case ClientTrigger::PersistantEmoteCancel: // cancel persistant emote case ClientTrigger::PersistantEmoteCancel: // cancel persistant emote
{ {
break; break;
} }
case ClientTrigger::PoseChange: // change pose case ClientTrigger::PoseChange: // change pose
{ {
break; break;
} }
case ClientTrigger::PoseReapply: // reapply pose case ClientTrigger::PoseReapply: // reapply pose
{ {
break; break;
} }
case ClientTrigger::PoseCancel: // cancel pose case ClientTrigger::PoseCancel: // cancel pose
{ {
break; break;
} }
case ClientTrigger::Return: // return dead / accept raise case ClientTrigger::Return: // return dead / accept raise
{ {
switch ( static_cast < ResurrectType >( param1 ) ) switch ( static_cast < ResurrectType >( param1 ) )
{ {
case ResurrectType::RaiseSpell: case ResurrectType::RaiseSpell:
// todo: handle raise case (set position to raiser, apply weakness status, set hp/mp/tp as well as packet) // todo: handle raise case (set position to raiser, apply weakness status, set hp/mp/tp as well as packet)
player.returnToHomepoint(); player.returnToHomepoint();
break; break;
case ResurrectType::Return: case ResurrectType::Return:
player.returnToHomepoint(); player.returnToHomepoint();
break; break;
default: default:
break; break;
} }
} }
case ClientTrigger::FinishZoning: // Finish zoning case ClientTrigger::FinishZoning: // Finish zoning
{ {
player.finishZoning(); player.finishZoning();
break; break;
} }
case ClientTrigger::Teleport: // Teleport case ClientTrigger::Teleport: // Teleport
{ {
player.teleportQuery( param11 ); player.teleportQuery( param11 );
break; break;
} }
case ClientTrigger::DyeItem: // Dye item case ClientTrigger::DyeItem: // Dye item
{ {
break; break;
} }
case ClientTrigger::DirectorInitFinish: // Director init finish case ClientTrigger::DirectorInitFinish: // Director init finish
{ {
player.getCurrentZone()->onInitDirector( player ); player.getCurrentZone()->onInitDirector( player );
break; break;
} }
case ClientTrigger::SomeDirectorEvent: // Director init finish case ClientTrigger::SomeDirectorEvent: // Director init finish
{ {
player.getCurrentZone()->onSomeDirectorEvent( player ); player.getCurrentZone()->onSomeDirectorEvent( player );
break; break;
} }
case ClientTrigger::EnterTerritoryEventFinished:// this may still be something else. I think i have seen it elsewhere case ClientTrigger::EnterTerritoryEventFinished:// this may still be something else. I think i have seen it elsewhere
{ {
player.setOnEnterEventDone( true ); player.setOnEnterEventDone( true );
break; break;
} }
case ClientTrigger::RequestInstanceLeave: case ClientTrigger::RequestInstanceLeave:
{ {
// todo: apply cf penalty if applicable, make sure player isnt in combat // todo: apply cf penalty if applicable, make sure player isnt in combat
player.exitInstance(); player.exitInstance();
break; break;
} }
default: default:
{ {
pLog->debug( "[" + std::to_string( m_pSession->getId() ) + "] Unhandled action: " + pLog->debug( "[" + std::to_string( m_pSession->getId() ) + "] Unhandled action: " +
boost::str( boost::format( "%|04X|" ) % (uint32_t) ( commandId & 0xFFFF ) ) ); boost::str( boost::format( "%|04X|" ) % (uint32_t) ( commandId & 0xFFFF ) ) );
break; break;
} }
} }
} }