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https://bitbucket.org/Ioncannon/project-meteor-server.git
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Refactored inventory to "ReferencedItemPackage" as this is a more general approach closer to what the FFXIV client uses. Added itempackage code to the LinkedItemList packets (also renamed from EquipmentList). Cleaned up trade code.
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commit
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16 changed files with 646 additions and 591 deletions
312
FFXIVClassic Map Server/actors/chara/ReferencedItemPackage.cs
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312
FFXIVClassic Map Server/actors/chara/ReferencedItemPackage.cs
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using FFXIVClassic_Map_Server.actors.chara.player;
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using FFXIVClassic_Map_Server.Actors;
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using FFXIVClassic_Map_Server.dataobjects;
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using FFXIVClassic_Map_Server.packets.send.actor.inventory;
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using System.Collections.Generic;
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using System.Diagnostics;
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namespace FFXIVClassic_Map_Server.actors.chara
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{
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class ReferencedItemPackage
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{
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const uint EMPTY = 0xFFFFFFFF;
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private readonly Player owner;
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private readonly uint[] contentList;
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private readonly ushort itemPackageCode;
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private readonly ushort itemPackageCapacity;
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private bool writeToDB = false;
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public ReferencedItemPackage(Player owner, ushort capacity, ushort code)
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{
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this.owner = owner;
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itemPackageCode = code;
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itemPackageCapacity = capacity;
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contentList = new uint[capacity];
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if (code == ItemPackage.EQUIPMENT)
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writeToDB = true;
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for (int i = 0; i < contentList.Length; i++)
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contentList[i] = EMPTY;
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}
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public void ToggleDBWrite(bool flag)
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{
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writeToDB = flag;
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}
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#region Package Management
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public void SetList(uint[] toSet)
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{
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Debug.Assert(contentList.Length == itemPackageCapacity);
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toSet.CopyTo(contentList, 0);
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}
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public void SetList(ushort[] positions, uint[] values)
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{
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Debug.Assert(positions.Length == values.Length);
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for (int i = 0; i < positions.Length; i++)
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{
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InventoryItem item = GetItem(values[i]);
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if (item == null)
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continue;
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//Database.EquipItem(owner, positions[i], item.uniqueId);
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contentList[positions[i]] = values[i];
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}
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owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
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SendUpdate();
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owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
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}
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public void Set(ushort position, ushort itemPackagePosition, ushort itemPackageCode)
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{
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InventoryItem item = owner.GetItemPackage(itemPackageCode).GetItemAtSlot(itemPackagePosition);
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if (item == null)
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return;
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Set(position, item);
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}
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public void Set(ushort position, InventoryItem item)
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{
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if (position >= contentList.Length)
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return;
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if (writeToDB)
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Database.EquipItem(owner, position, item.uniqueId);
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ItemPackage newPackage = owner.GetItemPackage(item.itemPackage);
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ItemPackage oldPackage = GetItemPackage(contentList[position]);
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InventoryItem oldItem = GetItem(contentList[position]);
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if (oldPackage != null && oldItem != null)
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oldPackage.MarkDirty(oldItem);
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newPackage.MarkDirty(item);
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contentList[position] = GetValue(item.itemPackage, item.slot);
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owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
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if (oldPackage != null)
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oldPackage.SendUpdate();
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newPackage.SendUpdate();
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SendSingleUpdate(position);
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owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
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owner.CalculateBaseStats();// RecalculateStats();
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}
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public void Clear(ushort position)
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{
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if (position >= contentList.Length)
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return;
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if (writeToDB)
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Database.UnequipItem(owner, position);
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ItemPackage oldItemPackage = GetItemPackage(contentList[position]);
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oldItemPackage.MarkDirty(GetItem(contentList[position]));
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contentList[position] = EMPTY;
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owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
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oldItemPackage.SendUpdate();
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SendSingleUpdate(position);
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owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
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owner.RecalculateStats();
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}
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public void ClearAll()
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{
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List<ItemPackage> packagesToRefresh = new List<ItemPackage>();
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for (int i = 0; i < contentList.Length; i++)
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{
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if (contentList[i] == EMPTY)
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continue;
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if (writeToDB)
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Database.UnequipItem(owner, (ushort)i);
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ItemPackage package = GetItemPackage(contentList[i]);
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package.MarkDirty(GetItem(contentList[i]));
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packagesToRefresh.Add(package);
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contentList[i] = EMPTY;
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}
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owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
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for (int i = 0; i < packagesToRefresh.Count; i++)
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packagesToRefresh[i].SendUpdate();
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SendUpdate();
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owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
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owner.RecalculateStats();
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}
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#endregion
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#region Send Update Functions
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public void SendSingleUpdate(ushort position)
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{
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owner.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, itemPackageCapacity, itemPackageCode));
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SendSingleLinkedItemPacket(owner, position);
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owner.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
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}
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public void SendUpdate()
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{
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SendUpdate(owner);
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}
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public void SendUpdate(Player targetPlayer)
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{
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List<ushort> slotsToUpdate = new List<ushort>();
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for (ushort i = 0; i < contentList.Length; i++)
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{
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if (contentList[i] != EMPTY)
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slotsToUpdate.Add(i);
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}
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targetPlayer.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, itemPackageCapacity, itemPackageCode));
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SendLinkedItemPackets(targetPlayer, slotsToUpdate);
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targetPlayer.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
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}
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public void SendUpdateAsItemPackage(Player targetPlayer)
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{
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SendUpdateAsItemPackage(targetPlayer, itemPackageCapacity, itemPackageCode);
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}
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public void SendUpdateAsItemPackage(Player targetPlayer, ushort destinationCapacity, ushort destinationCode)
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{
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List<InventoryItem> items = new List<InventoryItem>();
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for (int i = 0; i < contentList.Length; i++)
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{
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if (contentList[i] == EMPTY)
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continue;
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items.Add(GetItem(contentList[i]));
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}
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targetPlayer.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, destinationCapacity, destinationCode));
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SendItemPackets(targetPlayer, items);
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targetPlayer.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
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}
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#endregion
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#region Packet Functions (Private)
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private void SendSingleLinkedItemPacket(Player targetPlayer, ushort position)
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{
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if (contentList[position] == EMPTY)
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targetPlayer.QueuePacket(InventoryRemoveX01Packet.BuildPacket(owner.actorId, position));
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else
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targetPlayer.QueuePacket(LinkedItemListX01Packet.BuildPacket(owner.actorId, position, contentList[position]));
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}
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private void SendLinkedItemPackets(Player targetPlayer, List<ushort> slotsToUpdate)
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{
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int currentIndex = 0;
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while (true)
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{
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if (slotsToUpdate.Count - currentIndex >= 64)
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targetPlayer.QueuePacket(LinkedItemListX64Packet.BuildPacket(owner.actorId, contentList, slotsToUpdate, ref currentIndex));
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else if (slotsToUpdate.Count - currentIndex >= 32)
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targetPlayer.QueuePacket(LinkedItemListX32Packet.BuildPacket(owner.actorId, contentList, slotsToUpdate, ref currentIndex));
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else if (slotsToUpdate.Count - currentIndex >= 16)
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targetPlayer.QueuePacket(LinkedItemListX16Packet.BuildPacket(owner.actorId, contentList, slotsToUpdate, ref currentIndex));
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else if (slotsToUpdate.Count - currentIndex > 1)
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targetPlayer.QueuePacket(LinkedItemListX08Packet.BuildPacket(owner.actorId, contentList, slotsToUpdate, ref currentIndex));
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else if (slotsToUpdate.Count - currentIndex == 1)
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{
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targetPlayer.QueuePacket(LinkedItemListX01Packet.BuildPacket(owner.actorId, slotsToUpdate[currentIndex], contentList[slotsToUpdate[currentIndex]]));
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currentIndex++;
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}
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else
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break;
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}
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}
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private void SendItemPackets(Player player, List<InventoryItem> items)
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{
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int currentIndex = 0;
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while (true)
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{
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if (items.Count - currentIndex >= 64)
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player.QueuePacket(InventoryListX64Packet.BuildPacket(owner.actorId, items, ref currentIndex));
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else if (items.Count - currentIndex >= 32)
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player.QueuePacket(InventoryListX32Packet.BuildPacket(owner.actorId, items, ref currentIndex));
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else if (items.Count - currentIndex >= 16)
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player.QueuePacket(InventoryListX16Packet.BuildPacket(owner.actorId, items, ref currentIndex));
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else if (items.Count - currentIndex > 1)
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player.QueuePacket(InventoryListX08Packet.BuildPacket(owner.actorId, items, ref currentIndex));
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else if (items.Count - currentIndex == 1)
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{
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player.QueuePacket(InventoryListX01Packet.BuildPacket(owner.actorId, items[currentIndex]));
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currentIndex++;
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}
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else
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break;
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}
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}
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#endregion
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#region Getters/Setters
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public ushort GetCode()
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{
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return itemPackageCode;
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}
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public int GetCapacity()
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{
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return itemPackageCapacity;
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}
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public Player GetOwner()
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{
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return owner;
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}
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public InventoryItem GetItemAtSlot(ushort position)
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{
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if (position < contentList.Length)
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return GetItem(contentList[position]);
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else
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return null;
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}
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#endregion
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#region Utils
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private ItemPackage GetItemPackage(uint value)
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{
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if (value == EMPTY)
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return null;
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return owner.GetItemPackage((ushort)((value >> 16) & 0xFFFF));
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}
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private InventoryItem GetItem(uint value)
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{
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if (value == EMPTY)
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return null;
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ItemPackage package = GetItemPackage(value);
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if (package != null)
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return package.GetItemAtSlot((ushort)(value & 0xFFFF));
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return null;
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}
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private uint GetValue(ushort code, ushort slot)
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{
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return (uint) ((code << 16) | slot);
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}
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#endregion
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}
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}
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