mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-07-26 04:18:22 +02:00
Implemented the player portion of the new actor system.
This commit is contained in:
parent
93a42c1ba3
commit
360d72b376
9 changed files with 117 additions and 44 deletions
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@ -24,7 +24,8 @@ namespace FFXIVClassic_Map_Server.dataobjects
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public uint displayNameId = 0xFFFFFFFF;
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public string customDisplayName;
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public uint animationId;
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public uint currentMainState = SetActorStatePacket.MAIN_STATE_PASSIVE;
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public uint currentSubState = SetActorStatePacket.SUB_STATE_NONE;
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public float positionX, positionY, positionZ, rotation;
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public float oldPositionX, oldPositionY, oldPositionZ, oldRotation;
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@ -32,6 +33,8 @@ namespace FFXIVClassic_Map_Server.dataobjects
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public uint currentZoneId;
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public bool isZoning = false;
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public string className;
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public List<LuaParam> classParams;
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@ -40,6 +43,11 @@ namespace FFXIVClassic_Map_Server.dataobjects
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actorId = Id;
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}
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public SubPacket createAddActorPacket(uint playerActorId)
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{
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return AddActorPacket.buildPacket(actorId, playerActorId, 0);
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}
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public SubPacket createNamePacket(uint playerActorId)
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{
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return SetActorNamePacket.buildPacket(actorId, playerActorId, displayNameId, displayNameId == 0xFFFFFFFF ? customDisplayName : "");
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@ -59,19 +67,33 @@ namespace FFXIVClassic_Map_Server.dataobjects
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public SubPacket createPositionUpdatePacket(uint playerActorId)
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{
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return MoveActorToPositionPacket.buildPacket(actorId, playerActorId, positionX, positionY, positionZ, rotation, moveState);
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}
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}
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public SubPacket createScriptBindPacket(uint playerActorId)
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public SubPacket createStatePacket(uint playerActorID)
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{
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return SetActorStatePacket.buildPacket(actorId, playerActorID, currentMainState, currentSubState);
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}
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public SubPacket createIsZoneingPacket(uint playerActorId)
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{
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return SetActorIsZoningPacket.buildPacket(actorId, playerActorId, false);
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}
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public virtual SubPacket createScriptBindPacket(uint playerActorId)
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{
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return null;
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}
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public BasePacket createActorSpawnPackets(uint playerActorId)
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public virtual BasePacket getInitPackets(uint playerActorId)
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{
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if (this is Character)
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return ((Character)this).createActorSpawnPackets(playerActorId);
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else
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return null;
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List<SubPacket> subpackets = new List<SubPacket>();
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subpackets.Add(createAddActorPacket(playerActorId));
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subpackets.Add(createSpeedPacket(playerActorId));
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subpackets.Add(createSpawnPositonPacket(playerActorId, 0xFF));
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subpackets.Add(createNamePacket(playerActorId));
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subpackets.Add(createStatePacket(playerActorId));
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subpackets.Add(createIsZoneingPacket(playerActorId));
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return BasePacket.createPacket(subpackets, true, false);
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}
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public override bool Equals(Object obj)
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@ -8,6 +8,9 @@ namespace FFXIVClassic_Map_Server.dataobjects.chara
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{
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class CharaWork
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{
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public uint PROPERTY_NAMEPLATE_VISIBLE = 1;
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public uint PROPERTY_NAMEPLATE_VISIBLE2 = 5;
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public ParameterSave parameterSave = new ParameterSave();
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public ParameterTemp parameterTemp = new ParameterTemp();
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public BattleSave battleSave = new BattleSave();
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@ -15,8 +18,9 @@ namespace FFXIVClassic_Map_Server.dataobjects.chara
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public EventSave eventSave = new EventSave();
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public EventTemp eventTemp = new EventTemp();
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public byte[] property = new byte[32];
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public byte[] property = new byte[32];
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public ushort[] status = new ushort[20];
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public uint[] statusShownTime = new uint[20];
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public int[] command = new int[64];
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@ -39,12 +39,13 @@ namespace FFXIVClassic_Map_Server.dataobjects.chara
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public uint modelID;
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public uint[] appearanceIDs = new uint[0x1D];
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public uint animationId = 0;
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public uint currentTarget = 0xC0000000;
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public uint currentLockedTarget = 0xC0000000;
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public uint currentMainState = SetActorStatePacket.MAIN_STATE_PASSIVE;
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public uint currentSubState = SetActorStatePacket.SUB_STATE_PLAYER;
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public uint currentActorIcon = 0;
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public CharaWork charaWork = new CharaWork();
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public PlayerWork playerWork = new PlayerWork();
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@ -52,27 +53,25 @@ namespace FFXIVClassic_Map_Server.dataobjects.chara
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{
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}
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public SubPacket createAppearancePacket(uint playerActorID)
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public SubPacket createAppearancePacket(uint playerActorId)
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{
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SetActorAppearancePacket setappearance = new SetActorAppearancePacket(modelID, appearanceIDs);
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return setappearance.buildPacket(actorId, playerActorID);
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return setappearance.buildPacket(actorId, playerActorId);
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}
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public SubPacket createStatePacket(uint playerActorID)
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public SubPacket createInitStatusPacket(uint playerActorId)
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{
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return SetActorStatePacket.buildPacket(actorId, playerActorID, currentMainState, currentSubState);
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return (SetActorStatusAllPacket.buildPacket(actorId, playerActorId, charaWork.status));
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}
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public BasePacket createActorSpawnPackets(uint playerActorID)
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public SubPacket createSetActorIconPacket(uint playerActorId)
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{
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List<SubPacket> subpackets = new List<SubPacket>();
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subpackets.Add(createSpeedPacket(playerActorID));
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subpackets.Add(createSpawnPositonPacket(playerActorID, 0xFF));
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subpackets.Add(createAppearancePacket(playerActorID));
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subpackets.Add(createNamePacket(playerActorID));
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subpackets.Add(_0xFPacket.buildPacket(playerActorID, playerActorID));
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subpackets.Add(createStatePacket(playerActorID));
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return BasePacket.createPacket(subpackets, true, false);
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return SetActorIconPacket.buildPacket(actorId, playerActorId, currentActorIcon);
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}
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public SubPacket createIdleAnimationPacket(uint playerActorId)
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{
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return SetActorIdleAnimationPacket.buildPacket(actorId, playerActorId, animationId);
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}
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}
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@ -1,7 +1,10 @@
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using FFXIVClassic_Lobby_Server;
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using FFXIVClassic_Lobby_Server.common;
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using FFXIVClassic_Lobby_Server.dataobjects;
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using FFXIVClassic_Lobby_Server.packets;
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using FFXIVClassic_Map_Server.dataobjects.database;
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using FFXIVClassic_Map_Server.lua;
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using FFXIVClassic_Map_Server.packets.send.actor;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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@ -12,6 +15,8 @@ namespace FFXIVClassic_Map_Server.dataobjects.chara
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{
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class Player : Character
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{
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PlayerWork playerWork = new PlayerWork();
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public Player(uint actorID) : base(actorID)
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{
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actorName = String.Format("_player{0:00000000}", actorID);
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@ -66,7 +71,59 @@ namespace FFXIVClassic_Map_Server.dataobjects.chara
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appearanceIDs[L_EAR] = appearance.leftEar;
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appearanceIDs[R_FINGER] = appearance.rightFinger;
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appearanceIDs[L_FINGER] = appearance.leftFinger;
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}
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public List<SubPacket> create0x132Packets(uint playerActorId)
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{
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List<SubPacket> packets = new List<SubPacket>();
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packets.Add(_0x132Packet.buildPacket(playerActorId, 0xB, "commandForced"));
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packets.Add(_0x132Packet.buildPacket(playerActorId, 0xA, "commandDefault"));
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packets.Add(_0x132Packet.buildPacket(playerActorId, 0x6, "commandWeak"));
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packets.Add(_0x132Packet.buildPacket(playerActorId, 0x4, "commandContent"));
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packets.Add(_0x132Packet.buildPacket(playerActorId, 0x6, "commandJudgeMode"));
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packets.Add(_0x132Packet.buildPacket(playerActorId, 0x100, "commandRequest"));
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packets.Add(_0x132Packet.buildPacket(playerActorId, 0x100, "widgetCreate"));
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packets.Add(_0x132Packet.buildPacket(playerActorId, 0x100, "macroRequest"));
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return packets;
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}
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public override SubPacket createScriptBindPacket(uint playerActorId)
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{
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List<LuaParam> lParams;
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if (isMyPlayer(playerActorId))
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{
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lParams = LuaUtils.createLuaParamList("/Chara/Player/Player_work", false, false, false, false, false, true);
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}
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else
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lParams = LuaUtils.createLuaParamList("/Chara/Player/Player_work", false, false, false, false, false, true);
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return ActorInstantiatePacket.buildPacket(actorId, playerActorId, actorName, className, lParams);
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}
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public override BasePacket getInitPackets(uint playerActorId)
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{
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List<SubPacket> subpackets = new List<SubPacket>();
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subpackets.Add(createAddActorPacket(playerActorId));
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if (isMyPlayer(playerActorId))
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subpackets.AddRange(create0x132Packets(playerActorId));
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subpackets.Add(createSpeedPacket(playerActorId));
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subpackets.Add(createSpawnPositonPacket(playerActorId, 0xFF));
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subpackets.Add(createAppearancePacket(playerActorId));
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subpackets.Add(createNamePacket(playerActorId));
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subpackets.Add(_0xFPacket.buildPacket(playerActorId, playerActorId));
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subpackets.Add(createStatePacket(playerActorId));
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subpackets.Add(createIdleAnimationPacket(playerActorId));
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subpackets.Add(createInitStatusPacket(playerActorId));
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subpackets.Add(createSetActorIconPacket(playerActorId));
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subpackets.Add(createIsZoneingPacket(playerActorId));
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//subpackets.Add(createScriptBindPacket(playerActorId));
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return BasePacket.createPacket(subpackets, true, false);
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}
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public bool isMyPlayer(uint otherActorId)
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{
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return actorId == otherActorId;
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}
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}
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}
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