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More renames
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parent
46133d4f6f
commit
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4 changed files with 26 additions and 26 deletions
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@ -217,7 +217,7 @@ namespace Core {
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SetDutyActionRemaining = 0x5EB,
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};
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enum ClientActorControlType
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enum ClientTriggerType
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{
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ToggleSeathe = 0x01,
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ToggleAutoAttack = 0x02,
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@ -227,7 +227,7 @@ namespace Packets {
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ReqCountdownCancel = 0x012D, // updated 4.2
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ZoneLineHandler = 0x013C, // updated 4.3
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ClientActorControl = 0x013D, // updated 4.3
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ClientTrigger = 0x013D, // updated 4.3
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DiscoveryHandler = 0x013E, // updated 4.3
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SkillHandler = 0x0140, // updated 4.3
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@ -66,7 +66,7 @@ Core::Network::GameConnection::GameConnection( Core::Network::HivePtr pHive,
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setZoneHandler( ClientZoneIpcType::FcInfoReqHandler, "FcInfoReqHandler", &GameConnection::fcInfoReqHandler );
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setZoneHandler( ClientZoneIpcType::ZoneLineHandler, "ZoneLineHandler", &GameConnection::zoneLineHandler );
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setZoneHandler( ClientZoneIpcType::ClientActorControl, "ClientActorControl", &GameConnection::clientTriggerHandler );
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setZoneHandler( ClientZoneIpcType::ClientTrigger, "ClientTrigger", &GameConnection::clientTriggerHandler );
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setZoneHandler( ClientZoneIpcType::DiscoveryHandler, "DiscoveryHandler", &GameConnection::discoveryHandler );
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@ -62,7 +62,7 @@ void Core::Network::GameConnection::clientTriggerHandler( const Packets::GamePac
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switch( commandId )
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{
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case ClientActorControlType::ToggleSeathe: // Toggle sheathe
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case ClientTriggerType::ToggleSeathe: // Toggle sheathe
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{
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if ( param11 == 1 )
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player.setStance( Entity::Chara::Stance::Active );
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@ -76,7 +76,7 @@ void Core::Network::GameConnection::clientTriggerHandler( const Packets::GamePac
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break;
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}
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case ClientActorControlType::ToggleAutoAttack: // Toggle auto-attack
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case ClientTriggerType::ToggleAutoAttack: // Toggle auto-attack
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{
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if ( param11 == 1 )
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{
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@ -90,51 +90,51 @@ void Core::Network::GameConnection::clientTriggerHandler( const Packets::GamePac
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break;
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}
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case ClientActorControlType::ChangeTarget: // Change target
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case ClientTriggerType::ChangeTarget: // Change target
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{
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uint64_t targetId = inPacket.getValAt< uint64_t >( 0x24 );
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player.changeTarget( targetId );
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break;
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}
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case ClientActorControlType::DismountReq:
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case ClientTriggerType::DismountReq:
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{
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player.dismount();
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break;
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}
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case ClientActorControlType::RemoveStatusEffect: // Remove status (clicking it off)
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case ClientTriggerType::RemoveStatusEffect: // Remove status (clicking it off)
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{
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// todo: check if status can be removed by client from exd
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player.removeSingleStatusEffectById( static_cast< uint32_t >( param1 ) );
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break;
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}
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case ClientActorControlType::CastCancel: // Cancel cast
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case ClientTriggerType::CastCancel: // Cancel cast
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{
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if( player.getCurrentAction() )
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player.getCurrentAction()->setInterrupted();
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break;
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}
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case ClientActorControlType::MarkPlayer: // Mark player
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case ClientTriggerType::MarkPlayer: // Mark player
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{
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break;
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}
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case ClientActorControlType::SetTitleReq: // Set player title
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case ClientTriggerType::SetTitleReq: // Set player title
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{
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player.setTitle( static_cast< uint16_t >( param1 ) );
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break;
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}
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case ClientActorControlType::TitleList: // Get title list
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case ClientTriggerType::TitleList: // Get title list
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{
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player.sendTitleList();
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break;
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}
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case ClientActorControlType::UpdatedSeenHowTos: // Update howtos seen
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case ClientTriggerType::UpdatedSeenHowTos: // Update howtos seen
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{
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uint32_t howToId = param11;
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player.updateHowtosSeen( howToId );
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break;
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}
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case ClientActorControlType::EmoteReq: // emote
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case ClientTriggerType::EmoteReq: // emote
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{
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uint64_t targetId = player.getTargetId();
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uint32_t emoteId = inPacket.getValAt< uint32_t >( 0x24 );
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@ -142,23 +142,23 @@ void Core::Network::GameConnection::clientTriggerHandler( const Packets::GamePac
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player.emote( emoteId, targetId );
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break;
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}
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case ClientActorControlType::PersistantEmoteCancel: // cancel persistant emote
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case ClientTriggerType::PersistantEmoteCancel: // cancel persistant emote
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{
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break;
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}
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case ClientActorControlType::PoseChange: // change pose
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case ClientTriggerType::PoseChange: // change pose
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{
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break;
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}
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case ClientActorControlType::PoseReapply: // reapply pose
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case ClientTriggerType::PoseReapply: // reapply pose
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{
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break;
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}
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case ClientActorControlType::PoseCancel: // cancel pose
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case ClientTriggerType::PoseCancel: // cancel pose
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{
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break;
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}
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case ClientActorControlType::Return: // return dead / accept raise
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case ClientTriggerType::Return: // return dead / accept raise
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{
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switch ( static_cast < ResurrectType >( param1 ) )
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{
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@ -174,38 +174,38 @@ void Core::Network::GameConnection::clientTriggerHandler( const Packets::GamePac
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}
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}
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case ClientActorControlType::FinishZoning: // Finish zoning
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case ClientTriggerType::FinishZoning: // Finish zoning
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{
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player.finishZoning();
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break;
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}
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case ClientActorControlType::Teleport: // Teleport
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case ClientTriggerType::Teleport: // Teleport
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{
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player.teleportQuery( param11 );
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break;
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}
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case ClientActorControlType::DyeItem: // Dye item
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case ClientTriggerType::DyeItem: // Dye item
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{
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break;
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}
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case ClientActorControlType::DirectorInitFinish: // Director init finish
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case ClientTriggerType::DirectorInitFinish: // Director init finish
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{
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player.getCurrentZone()->onInitDirector( player );
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break;
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}
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case ClientActorControlType::SomeDirectorEvent: // Director init finish
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case ClientTriggerType::SomeDirectorEvent: // Director init finish
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{
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player.getCurrentZone()->onSomeDirectorEvent( player );
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break;
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}
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case ClientActorControlType::EnterTerritoryEventFinished:// this may still be something else. I think i have seen it elsewhere
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case ClientTriggerType::EnterTerritoryEventFinished:// this may still be something else. I think i have seen it elsewhere
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{
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player.setOnEnterEventDone( true );
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break;
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}
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case ClientActorControlType::RequestInstanceLeave:
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case ClientTriggerType::RequestInstanceLeave:
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{
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// todo: apply cf penalty if applicable, make sure player isnt in combat
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player.exitInstance();
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