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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
69
Map Server/packets/send/Actor/SetActorPositionPacket.cs
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69
Map Server/packets/send/Actor/SetActorPositionPacket.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 Meteor.Common;
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namespace FFXIVClassic_Map_Server.packets.send.actor
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{
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class SetActorPositionPacket
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{
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public const ushort OPCODE = 0x00CE;
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public const uint PACKET_SIZE = 0x48;
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public const ushort SPAWNTYPE_FADEIN = 0;
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public const ushort SPAWNTYPE_PLAYERWAKE = 1;
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public const ushort SPAWNTYPE_WARP_DUTY = 2;
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public const ushort SPAWNTYPE_WARP2 = 3;
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public const ushort SPAWNTYPE_WARP3 = 4;
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public const ushort SPAWNTYPE_WARP_YELLOW = 5;
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public const ushort SPAWNTYPE_WARP_DUTY2 = 6;
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public const ushort SPAWNTYPE_WARP_LIGHT = 7;
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public static SubPacket BuildPacket(uint sourceActorId, uint actorId, float x, float y, float z, float rotation, ushort spawnType, bool isZoningPlayer)
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{
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byte[] data = new byte[PACKET_SIZE-0x20];
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using (MemoryStream mem = new MemoryStream(data))
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{
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using (BinaryWriter binWriter = new BinaryWriter(mem))
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{
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binWriter.Write((Int32)0);
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binWriter.Write((Int32)actorId);
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binWriter.Write((Single)x);
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binWriter.Write((Single)y);
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binWriter.Write((Single)z);
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binWriter.Write((Single)rotation);
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binWriter.BaseStream.Seek(0x24, SeekOrigin.Begin);
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binWriter.Write((UInt16)spawnType);
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binWriter.Write((UInt16)(isZoningPlayer ? 1 : 0));
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}
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}
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return new SubPacket(OPCODE, sourceActorId, data);
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}
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}
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}
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