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:
Filip Maj 2019-06-19 00:05:18 -04:00
parent 7587a6e142
commit 0f61c4c0e1
544 changed files with 54548 additions and 55498 deletions

View file

@ -0,0 +1,70 @@
/*
===========================================================================
Copyright (C) 2015-2019 Project Meteor Dev Team
This file is part of Project Meteor Server.
Project Meteor Server is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Project Meteor Server is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License
along with Project Meteor Server. If not, see <https:www.gnu.org/licenses/>.
===========================================================================
*/
namespace FFXIVClassic_Map_Server.Actors.Chara
{
class BattleTemp
{
//Are these right?
public const uint NAMEPLATE_SHOWN = 0;
public const uint TARGETABLE = 1;
public const uint NAMEPLATE_SHOWN2 = 2;
//public const uint NAMEPLATE_SHOWN2 = 3;
public const uint STAT_STRENGTH = 3;
public const uint STAT_VITALITY = 4;
public const uint STAT_DEXTERITY = 5;
public const uint STAT_INTELLIGENCE = 6;
public const uint STAT_MIND = 7;
public const uint STAT_PIETY = 8;
public const uint STAT_RESISTANCE_FIRE = 9;
public const uint STAT_RESISTANCE_ICE = 10;
public const uint STAT_RESISTANCE_WIND = 11;
public const uint STAT_RESISTANCE_LIGHTNING = 12;
public const uint STAT_RESISTANCE_EARTH = 13;
public const uint STAT_RESISTANCE_WATER = 14;
public const uint STAT_ATTACK = 17;
public const uint STAT_ACCURACY = 15;
public const uint STAT_NORMALDEFENSE = 18;
public const uint STAT_EVASION = 16;
public const uint STAT_ATTACK_MAGIC = 23;
public const uint STAT_HEAL_MAGIC = 24;
public const uint STAT_ENCHANCEMENT_MAGIC_POTENCY = 25;
public const uint STAT_ENFEEBLING_MAGIC_POTENCY = 26;
public const uint STAT_MAGIC_ACCURACY = 27;
public const uint STAT_MAGIC_EVASION = 28;
public const uint STAT_CRAFT_PROCESSING = 30;
public const uint STAT_CRAFT_MAGIC_PROCESSING = 31;
public const uint STAT_CRAFT_PROCESS_CONTROL = 32;
public const uint STAT_HARVEST_POTENCY = 33;
public const uint STAT_HARVEST_LIMIT = 34;
public const uint STAT_HARVEST_RATE = 35;
public float[] castGauge_speed = { 1.0f, 0.25f};
public bool[] timingCommandFlag = new bool[4];
public short[] generalParameter = new short[35];
}
}