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https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-06-10 14:34:32 +02:00
New style of scripting for better complex menus.
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parent
cdf4b3a2f2
commit
4e69022072
8 changed files with 170 additions and 58 deletions
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@ -47,7 +47,7 @@ namespace FFXIVClassic_Map_Server.dataobjects
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break;
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}
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}
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public bool IsClientConnectionsReady()
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{
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return (zoneConnection != null && chatConnection != null);
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@ -57,7 +57,7 @@ namespace FFXIVClassic_Map_Server.dataobjects
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{
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zoneConnection.Disconnect();
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chatConnection.Disconnect();
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}
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}
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public bool IsDisconnected()
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{
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@ -71,7 +71,7 @@ namespace FFXIVClassic_Map_Server.dataobjects
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public void QueuePacket(SubPacket subPacket, bool isAuthed, bool isEncrypted)
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{
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zoneConnection.QueuePacket(subPacket, isAuthed, isEncrypted);
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zoneConnection.QueuePacket(subPacket, isAuthed, isEncrypted);
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}
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public Player GetActor()
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@ -97,7 +97,7 @@ namespace FFXIVClassic_Map_Server.dataobjects
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}
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public void UpdatePlayerActorPosition(float x, float y, float z, float rot, ushort moveState)
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{
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{
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playerActor.oldPositionX = playerActor.positionX;
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playerActor.oldPositionY = playerActor.positionY;
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playerActor.oldPositionZ = playerActor.positionZ;
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@ -110,11 +110,11 @@ namespace FFXIVClassic_Map_Server.dataobjects
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playerActor.moveState = moveState;
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GetActor().zone.UpdateActorPosition(GetActor());
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}
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}
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public void UpdateInstance(List<Actor> list)
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{
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{
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List<BasePacket> basePackets = new List<BasePacket>();
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List<SubPacket> RemoveActorSubpackets = new List<SubPacket>();
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List<SubPacket> posUpdateSubpackets = new List<SubPacket>();
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@ -125,7 +125,7 @@ namespace FFXIVClassic_Map_Server.dataobjects
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if (!list.Contains(actorInstanceList[i]))
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{
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GetActor().QueuePacket(RemoveActorPacket.BuildPacket(playerActor.actorId, actorInstanceList[i].actorId));
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actorInstanceList.RemoveAt(i);
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actorInstanceList.RemoveAt(i);
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}
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}
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@ -145,7 +145,7 @@ namespace FFXIVClassic_Map_Server.dataobjects
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{
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GetActor().QueuePacket(actor.GetSpawnPackets(playerActor.actorId, 1));
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GetActor().QueuePacket(actor.GetInitPackets(playerActor.actorId));
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GetActor().QueuePacket(actor.GetSetEventStatusPackets(playerActor.actorId));
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GetActor().QueuePacket(actor.GetSetEventStatusPackets(playerActor.actorId));
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actorInstanceList.Add(actor);
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if (actor is Npc)
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