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Merge branch 'develop' of https://bitbucket.org/Ioncannon/ffxiv-classic-server into ai
# Conflicts: # FFXIVClassic Map Server/actors/Actor.cs # FFXIVClassic Map Server/dataobjects/Session.cs # FFXIVClassic Map Server/lua/LuaEngine.cs
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commit
4695193aa0
235 changed files with 2840 additions and 1024 deletions
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@ -75,33 +75,33 @@ namespace FFXIVClassic_Map_Server.Actors
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this.statusEffects = new StatusEffects(this);
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}
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public SubPacket CreateAppearancePacket(uint playerActorId)
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public SubPacket CreateAppearancePacket()
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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);
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}
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public SubPacket CreateInitStatusPacket(uint playerActorId)
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public SubPacket CreateInitStatusPacket()
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{
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return (SetActorStatusAllPacket.BuildPacket(actorId, playerActorId, charaWork.status));
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return (SetActorStatusAllPacket.BuildPacket(actorId, charaWork.status));
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}
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public SubPacket CreateSetActorIconPacket(uint playerActorId)
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public SubPacket CreateSetActorIconPacket()
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{
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return SetActorIconPacket.BuildPacket(actorId, playerActorId, currentActorIcon);
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return SetActorIconPacket.BuildPacket(actorId, currentActorIcon);
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}
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public SubPacket CreateIdleAnimationPacket(uint playerActorId)
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public SubPacket CreateIdleAnimationPacket()
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{
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return SetActorSubStatPacket.BuildPacket(actorId, playerActorId, 0, 0, 0, 0, 0, 0, animationId);
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return SetActorSubStatPacket.BuildPacket(actorId, 0, 0, 0, 0, 0, 0, animationId);
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}
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public void SetQuestGraphic(Player player, int graphicNum)
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{
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player.QueuePacket(SetActorQuestGraphicPacket.BuildPacket(player.actorId, actorId, graphicNum));
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player.QueuePacket(SetActorQuestGraphicPacket.BuildPacket(actorId, graphicNum));
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}
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public void SetCurrentContentGroup(ContentGroup group, Player player = null)
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public void SetCurrentContentGroup(ContentGroup group)
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{
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if (group != null)
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charaWork.currentContentGroup = group.GetTypeId();
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@ -110,17 +110,21 @@ namespace FFXIVClassic_Map_Server.Actors
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currentContentGroup = group;
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if (player != null)
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{
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ActorPropertyPacketUtil propPacketUtil = new ActorPropertyPacketUtil("charaWork/currentContentGroup", this, actorId);
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propPacketUtil.AddProperty("charaWork.currentContentGroup");
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player.QueuePackets(propPacketUtil.Done());
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}
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ActorPropertyPacketUtil propPacketUtil = new ActorPropertyPacketUtil("charaWork/currentContentGroup", this);
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propPacketUtil.AddProperty("charaWork.currentContentGroup");
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zone.BroadcastPacketsAroundActor(this, propPacketUtil.Done());
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}
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public void PlayAnimation(uint animId)
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public void PlayAnimation(uint animId, bool onlySelf = false)
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{
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zone.BroadcastPacketAroundActor(this, PlayAnimationOnActorPacket.BuildPacket(actorId, actorId, animId));
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if (onlySelf)
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{
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if (this is Player)
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((Player)this).QueuePacket(PlayAnimationOnActorPacket.BuildPacket(actorId, animId));
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}
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else
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zone.BroadcastPacketAroundActor(this, PlayAnimationOnActorPacket.BuildPacket(actorId, animId));
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}
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public void PathTo(float x, float y, float z, float stepSize = 0.70f, int maxPath = 40, float polyRadius = 0.0f)
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