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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).
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544 changed files with 54548 additions and 55498 deletions
75
Map Server/actors/chara/ModifierList.cs
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Map Server/actors/chara/ModifierList.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.Collections.Generic;
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namespace FFXIVClassic_Map_Server.actors.chara
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{
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class ModifierListEntry
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{
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public uint id;
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public Int64 value;
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public ModifierListEntry(uint id, Int64 value)
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{
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this.id = id;
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this.value = value;
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}
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}
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class ModifierList
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{
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public Dictionary<uint, ModifierListEntry> modList;
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public Dictionary<uint, ModifierListEntry> mobModList;
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public ModifierList(uint id)
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{
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modList = new Dictionary<uint, ModifierListEntry>();
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mobModList = new Dictionary<uint, ModifierListEntry>();
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}
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public void AddModifier(uint id, Int64 val, bool isMobMod)
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{
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var list = isMobMod ? mobModList : modList;
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list.Add(id, new ModifierListEntry(id, val));
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}
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public void SetModifier(uint id, Int64 val, bool isMobMod)
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{
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var list = isMobMod ? mobModList : modList;
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if (list.ContainsKey(id))
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list[id].value = val;
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else
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list.Add(id, new ModifierListEntry(id, val));
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}
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public Int64 GetModifier(uint id, bool isMobMod)
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{
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ModifierListEntry retVal;
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var list = isMobMod ? mobModList : modList;
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if (!list.TryGetValue(id, out retVal))
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return 0;
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return retVal.value;
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}
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}
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}
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