mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-06-09 05:54:50 +02:00
Cleaned up namespaces (still have to do Map Project) and removed references to FFXIV Classic from the code. Removed the Launcher Editor project as it is no longer needed (host file editing is cleaner).
This commit is contained in:
parent
7587a6e142
commit
0f61c4c0e1
544 changed files with 54548 additions and 55498 deletions
478
Common Class Lib/Utils.cs
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478
Common Class Lib/Utils.cs
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/*
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===========================================================================
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Copyright (C) 2015-2019 Project Meteor Dev Team
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This file is part of Project Meteor Server.
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Project Meteor Server is free software: you can redistribute it and/or modify
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it under the terms of the GNU Affero General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Project Meteor Server is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Affero General Public License for more details.
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You should have received a copy of the GNU Affero General Public License
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along with Project Meteor Server. If not, see <https:www.gnu.org/licenses/>.
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===========================================================================
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*/
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using System;
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using System.IO;
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using System.Text;
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namespace Meteor.Common
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{
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public static class Utils
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{
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private static readonly uint[] _lookup32 = CreateLookup32();
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private static readonly DateTime epoch = new DateTime(1970, 1, 1, 0, 0, 0, DateTimeKind.Utc);
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private static uint[] CreateLookup32()
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{
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var result = new uint[256];
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for (var i = 0; i < 256; i++)
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{
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var s = i.ToString("X2");
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result[i] = s[0] + ((uint)s[1] << 16);
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}
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return result;
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}
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public static string ByteArrayToHex(byte[] bytes, int offset = 0, int bytesPerLine = 16)
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{
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if (bytes == null)
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{
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return string.Empty;
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}
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var hexChars = "0123456789ABCDEF".ToCharArray();
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var offsetBlock = 8 + 3;
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var byteBlock = offsetBlock + bytesPerLine * 3 + (bytesPerLine - 1) / 8 + 2;
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var lineLength = byteBlock + bytesPerLine + Environment.NewLine.Length;
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var line = (new string(' ', lineLength - Environment.NewLine.Length) + Environment.NewLine).ToCharArray();
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var numLines = (bytes.Length + bytesPerLine - 1) / bytesPerLine;
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var sb = new StringBuilder(numLines * lineLength);
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for (var i = 0; i < bytes.Length; i += bytesPerLine)
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{
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var h = i + offset;
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line[0] = hexChars[(h >> 28) & 0xF];
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line[1] = hexChars[(h >> 24) & 0xF];
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line[2] = hexChars[(h >> 20) & 0xF];
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line[3] = hexChars[(h >> 16) & 0xF];
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line[4] = hexChars[(h >> 12) & 0xF];
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line[5] = hexChars[(h >> 8) & 0xF];
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line[6] = hexChars[(h >> 4) & 0xF];
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line[7] = hexChars[(h >> 0) & 0xF];
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var hexColumn = offsetBlock;
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var charColumn = byteBlock;
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for (var j = 0; j < bytesPerLine; j++)
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{
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if (j > 0 && (j & 7) == 0)
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{
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hexColumn++;
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}
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if (i + j >= bytes.Length)
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{
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line[hexColumn] = ' ';
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line[hexColumn + 1] = ' ';
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line[charColumn] = ' ';
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}
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else
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{
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var by = bytes[i + j];
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line[hexColumn] = hexChars[(by >> 4) & 0xF];
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line[hexColumn + 1] = hexChars[by & 0xF];
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line[charColumn] = by < 32 ? '.' : (char)by;
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}
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hexColumn += 3;
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charColumn++;
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}
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sb.Append(line);
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}
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return sb.ToString().TrimEnd(Environment.NewLine.ToCharArray());
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}
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public static uint UnixTimeStampUTC(DateTime? time = null)
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{
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uint unixTimeStamp;
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var currentTime = time ?? DateTime.Now;
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var zuluTime = currentTime.ToUniversalTime();
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var unixEpoch = new DateTime(1970, 1, 1);
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unixTimeStamp = (uint)zuluTime.Subtract(unixEpoch).TotalSeconds;
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return unixTimeStamp;
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}
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public static ulong MilisUnixTimeStampUTC(DateTime? time = null)
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{
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ulong unixTimeStamp;
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var currentTime = time ?? DateTime.Now;
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var zuluTime = currentTime.ToUniversalTime();
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var unixEpoch = new DateTime(1970, 1, 1);
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unixTimeStamp = (ulong)zuluTime.Subtract(unixEpoch).TotalMilliseconds;
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return unixTimeStamp;
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}
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public static DateTime UnixTimeStampToDateTime(uint timestamp)
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{
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return epoch.AddSeconds(timestamp);
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}
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public static ulong SwapEndian(ulong input)
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{
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return 0x00000000000000FF & (input >> 56) |
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0x000000000000FF00 & (input >> 40) |
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0x0000000000FF0000 & (input >> 24) |
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0x00000000FF000000 & (input >> 8) |
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0x000000FF00000000 & (input << 8) |
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0x0000FF0000000000 & (input << 24) |
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0x00FF000000000000 & (input << 40) |
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0xFF00000000000000 & (input << 56);
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}
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public static uint SwapEndian(uint input)
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{
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return ((input >> 24) & 0xff) |
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((input << 8) & 0xff0000) |
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((input >> 8) & 0xff00) |
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((input << 24) & 0xff000000);
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}
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public static int SwapEndian(int input)
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{
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var inputAsUint = (uint)input;
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input = (int)
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(((inputAsUint >> 24) & 0xff) |
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((inputAsUint << 8) & 0xff0000) |
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((inputAsUint >> 8) & 0xff00) |
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((inputAsUint << 24) & 0xff000000));
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return input;
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}
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public static ushort SwapEndian(ushort input)
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{
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return (ushort)(((input << 8) & 0xff00) |
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((input >> 8) & 0x00ff));
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}
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public static uint MurmurHash2(string key, uint seed)
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{
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// 'm' and 'r' are mixing constants generated offline.
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// They're not really 'magic', they just happen to work well.
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var data = Encoding.ASCII.GetBytes(key);
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const uint m = 0x5bd1e995;
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const int r = 24;
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var len = key.Length;
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var dataIndex = len - 4;
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// Initialize the hash to a 'random' value
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var h = seed ^ (uint)len;
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// Mix 4 bytes at a time into the hash
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while (len >= 4)
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{
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h *= m;
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var k = (uint)BitConverter.ToInt32(data, dataIndex);
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k = ((k >> 24) & 0xff) | // move byte 3 to byte 0
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((k << 8) & 0xff0000) | // move byte 1 to byte 2
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((k >> 8) & 0xff00) | // move byte 2 to byte 1
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((k << 24) & 0xff000000); // byte 0 to byte 3
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k *= m;
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k ^= k >> r;
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k *= m;
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h ^= k;
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dataIndex -= 4;
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len -= 4;
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}
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// Handle the last few bytes of the input array
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switch (len)
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{
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case 3:
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h ^= (uint)data[0] << 16;
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goto case 2;
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case 2:
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h ^= (uint)data[len - 2] << 8;
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goto case 1;
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case 1:
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h ^= data[len - 1];
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h *= m;
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break;
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}
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;
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// Do a few final mixes of the hash to ensure the last few
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// bytes are well-incorporated.
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h ^= h >> 13;
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h *= m;
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h ^= h >> 15;
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return h;
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}
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public static byte[] ConvertBoolArrayToBinaryStream(bool[] array)
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{
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var data = new byte[array.Length / 8 + (array.Length % 8 != 0 ? 1 : 0)];
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var dataCounter = 0;
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for (var i = 0; i < array.Length; i += 8)
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{
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for (var bitCount = 0; bitCount < 8; bitCount++)
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{
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if (i + bitCount >= array.Length)
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break;
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data[dataCounter] = (byte)(((array[i + bitCount] ? 1 : 0) << 7 - bitCount) | data[dataCounter]);
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}
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dataCounter++;
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}
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return data;
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}
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public static string ToStringBase63(int number)
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{
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var lookup = "0123456789abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
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var secondDigit = lookup.Substring((int)Math.Floor(number / (double)lookup.Length), 1);
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var firstDigit = lookup.Substring(number % lookup.Length, 1);
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return secondDigit + firstDigit;
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}
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public static string FFXIVLoginStringDecodeBinary(string path)
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{
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Console.OutputEncoding = System.Text.Encoding.UTF8;
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byte[] data = File.ReadAllBytes(path);
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int offset = 0x5405a;
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//int offset = 0x5425d;
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//int offset = 0x53ea0;
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while (true)
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{
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string result = "";
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uint key = (uint)data[offset + 0] << 8 | data[offset + 1];
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uint key2 = data[offset + 2];
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key = RotateRight(key, 1) & 0xFFFF;
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key -= 0x22AF;
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key &= 0xFFFF;
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key2 = key2 ^ key;
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key = RotateRight(key, 1) & 0xFFFF;
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key -= 0x22AF;
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key &= 0xFFFF;
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uint finalKey = key;
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key = data[offset + 3];
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uint count = (key2 & 0xFF) << 8;
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key = key ^ finalKey;
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key &= 0xFF;
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count |= key;
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int count2 = 0;
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while (count != 0)
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{
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uint encrypted = data[offset + 4 + count2];
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finalKey = RotateRight(finalKey, 1) & 0xFFFF;
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finalKey -= 0x22AF;
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finalKey &= 0xFFFF;
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encrypted = encrypted ^ (finalKey & 0xFF);
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result += (char)encrypted;
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count--;
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count2++;
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}
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offset += 4 + count2;
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}
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}
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public static string FFXIVLoginStringDecode(byte[] data)
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{
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string result = "";
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uint key = (uint)data[0] << 8 | data[1];
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uint key2 = data[2];
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key = RotateRight(key, 1) & 0xFFFF;
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key -= 0x22AF;
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key2 = key2 ^ key;
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key = RotateRight(key, 1) & 0xFFFF;
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key -= 0x22AF;
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uint finalKey = key;
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key = data[3];
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uint count = (key2 & 0xFF) << 8;
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key = key ^ finalKey;
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key &= 0xFF;
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count |= key;
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int count2 = 0;
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while (count != 0)
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{
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uint encrypted = data[4 + count2];
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finalKey = RotateRight(finalKey, 1) & 0xFFFF;
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finalKey -= 0x22AF;
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encrypted = encrypted ^ (finalKey & 0xFF);
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result += (char)encrypted;
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count--;
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count2++;
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}
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return result;
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}
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public static byte[] FFXIVLoginStringEncode(uint key, string text)
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{
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key = key & 0xFFFF;
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uint count = 0;
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byte[] asciiBytes = Encoding.ASCII.GetBytes(text);
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byte[] result = new byte[4 + text.Length];
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for (count = 0; count < text.Length; count++)
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{
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result[result.Length - count - 1] = (byte)(asciiBytes[asciiBytes.Length - count - 1] ^ (key & 0xFF));
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key += 0x22AF;
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key &= 0xFFFF;
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key = RotateLeft(key, 1) & 0xFFFF;
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}
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count = count ^ key;
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result[3] = (byte)(count & 0xFF);
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key += 0x22AF & 0xFFFF;
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key = RotateLeft(key, 1) & 0xFFFF;
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result[2] = (byte)(key & 0xFF);
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key += 0x22AF & 0xFFFF;
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key = RotateLeft(key, 1) & 0xFFFF;
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result[1] = (byte)(key & 0xFF);
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result[0] = (byte)((key >> 8) & 0xFF);
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return result;
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}
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public static uint RotateLeft(uint value, int bits)
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{
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return (value << bits) | (value >> (16 - bits));
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}
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public static uint RotateRight(uint value, int bits)
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{
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return (value >> bits) | (value << (16 - bits));
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}
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public static T Clamp<T>(this T value, T min, T max) where T : IComparable<T>
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{
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if (value.CompareTo(min) < 0)
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return min;
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else if (value.CompareTo(max) > 0)
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return max;
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else
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return value;
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}
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public static T Min<T>(this T value, T min) where T : IComparable<T>
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{
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if (value.CompareTo(min) > 0)
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return min;
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else
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return value;
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}
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public static T Max<T>(this T value, T max) where T : IComparable<T>
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{
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if (value.CompareTo(max) < 0)
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return max;
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else
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return value;
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}
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public static float DistanceSquared(Vector3 lhs, Vector3 rhs)
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{
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return DistanceSquared(lhs.X, lhs.Y, lhs.Z, rhs.X, rhs.Y, rhs.Z);
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}
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public static float Distance(Vector3 lhs, Vector3 rhs)
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{
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return Distance(lhs.X, lhs.Y, lhs.Z, rhs.X, rhs.Y, rhs.Z);
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}
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public static float Distance(float x, float y, float z, float x2, float y2, float z2)
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{
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if (x == x2 && y == y2 && z == z2)
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return 0.0f;
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return (float)Math.Sqrt(DistanceSquared(x, y, z, x2, y2, z2));
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}
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public static float DistanceSquared(float x, float y, float z, float x2, float y2, float z2)
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{
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if (x == x2 && y == y2 && z == z2)
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return 0.0f;
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// todo: my maths is shit
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var dx = x - x2;
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var dy = y - y2;
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var dz = z - z2;
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return dx * dx + dy * dy + dz * dz;
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}
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//Distance of just the x and z valeus, ignoring y
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public static float XZDistanceSquared(Vector3 lhs, Vector3 rhs)
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{
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return XZDistanceSquared(lhs.X, lhs.Z, rhs.X, rhs.Z);
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}
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public static float XZDistance(Vector3 lhs, Vector3 rhs)
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{
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return XZDistance(lhs.X, lhs.Z, rhs.X, rhs.Z);
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}
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public static float XZDistance(float x, float z, float x2, float z2)
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{
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if (x == x2 && z == z2)
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return 0.0f;
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return (float)Math.Sqrt(XZDistanceSquared(x, z, x2, z2));
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}
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public static float XZDistanceSquared(float x, float z, float x2, float z2)
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{
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if (x == x2 && z == z2)
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return 0.0f;
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|
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// todo: mz maths is shit
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var dx = x - x2;
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var dz = z - z2;
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|
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return dx * dx + dz * dz;
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}
|
||||
}
|
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}
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