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https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-06-10 06:24:38 +02:00
Implemented equipment and equip graphics. Add some zone callbacks and "first start" functionality. Added playtime.
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parent
c9116005d6
commit
44e5430fdc
17 changed files with 676 additions and 129 deletions
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@ -18,22 +18,29 @@ namespace FFXIVClassic_Map_Server.packets.send.actor
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public const int FACEINFO = 2;
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public const int HIGHLIGHT_HAIR = 3;
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public const int VOICE = 4;
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public const int WEAPON1 = 5;
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public const int WEAPON2 = 6;
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public const int WEAPON3 = 7;
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public const int MAINHAND = 5;
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public const int OFFHAND = 6;
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public const int SPMAINHAND = 7;
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public const int SPOFFHAND = 8;
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public const int THROWING = 9;
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public const int PACK = 10;
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public const int POUCH = 11;
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public const int HEADGEAR = 12;
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public const int BODYGEAR = 13;
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public const int LEGSGEAR = 14;
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public const int HANDSGEAR = 15;
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public const int FEETGEAR = 16;
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public const int WAISTGEAR = 17;
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public const int UNKNOWN1 = 18;
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public const int R_EAR = 19;
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public const int L_EAR = 20;
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public const int UNKNOWN2 = 21;
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public const int UNKNOWN3 = 22;
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public const int R_FINGER = 23;
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public const int L_FINGER = 24;
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public const int NECKGEAR = 18;
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public const int L_EAR = 19;
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public const int R_EAR = 20;
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public const int R_WRIST = 21;
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public const int L_WRIST = 22;
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public const int R_RINGFINGER = 23;
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public const int L_RINGFINGER = 24;
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public const int R_INDEXFINGER = 25;
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public const int L_INDEXFINGER = 26;
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public const int UNKNOWN = 27;
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public uint modelID;
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public uint[] appearanceIDs;
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@ -41,7 +48,7 @@ namespace FFXIVClassic_Map_Server.packets.send.actor
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public SetActorAppearancePacket(uint modelID)
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{
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this.modelID = modelID;
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appearanceIDs = new uint[0x1D];
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appearanceIDs = new uint[28];
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}
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public SetActorAppearancePacket(uint modelID, uint[] appearanceTable)
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@ -58,16 +65,15 @@ namespace FFXIVClassic_Map_Server.packets.send.actor
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{
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using (BinaryWriter binWriter = new BinaryWriter(mem))
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{
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binWriter.Write((uint)modelID);
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for (int i = 0; i <= 0x1A; i++)
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binWriter.Write((uint)modelID);
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for (int i = 0; i < appearanceIDs.Length; i++)
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{
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binWriter.Write((uint)i);
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binWriter.Write((uint)appearanceIDs[i]);
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}
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binWriter.Write((uint) 0x1B);
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binWriter.Seek(0x20, SeekOrigin.Current);
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binWriter.Write((uint) 0x1C);
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binWriter.Write((uint) 0x00);
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binWriter.Seek(0x100, SeekOrigin.Begin);
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binWriter.Write(appearanceIDs.Length);
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}
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}
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