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https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-05-20 08:26:59 -04:00
Begun reimplementing the whole actor system to follow more closely to the client side's system. Packet processor's reference chanced, and all ActorID vars in Actor class were changed to ActorId.
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72
FFXIVClassic Map Server/actors/chara/player/Player.cs
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72
FFXIVClassic Map Server/actors/chara/player/Player.cs
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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_Map_Server.dataobjects.database;
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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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using System.Text;
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using System.Threading.Tasks;
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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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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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DBStats stats = Database.getCharacterStats(actorID);
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charaWork.property[0] = 1;
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charaWork.property[1] = 1;
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charaWork.property[2] = 1;
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charaWork.property[4] = 1;
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charaWork.parameterSave.hp[0] = stats.hp;
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charaWork.parameterSave.hpMax[0] = stats.hpMax;
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charaWork.parameterSave.mp = stats.mp;
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charaWork.parameterSave.mpMax = stats.mpMax;
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charaWork.parameterSave.state_mainSkill[0] = 3;
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charaWork.parameterSave.state_mainSkillLevel = 1;
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charaWork.battleSave.skillLevel = 1;
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charaWork.battleSave.skillLevelCap = 2;
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charaWork.battleSave.potencial = 0.5f;
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charaWork.battleSave.physicalExp = 1;
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charaWork.battleSave.negotiationFlag[0] = false;
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charaWork.battleSave.negotiationFlag[1] = false;
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for (int i = 0; i < 20; i++)
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charaWork.statusShownTime[i] = 0xFFFFFFFF;
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setPlayerAppearance();
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}
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public void setPlayerAppearance()
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{
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DBAppearance appearance = Database.getAppearance(true, actorId);
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modelID = DBAppearance.getTribeModel(appearance.tribe);
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appearanceIDs[SIZE] = appearance.size;
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appearanceIDs[COLORINFO] = (uint)(appearance.skinColor | (appearance.hairColor << 10) | (appearance.eyeColor << 20));
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appearanceIDs[FACEINFO] = PrimitiveConversion.ToUInt32(appearance.getFaceInfo());
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appearanceIDs[HIGHLIGHT_HAIR] = (uint)(appearance.hairHighlightColor | appearance.hairStyle << 10);
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appearanceIDs[VOICE] = appearance.voice;
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appearanceIDs[WEAPON1] = appearance.mainHand;
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appearanceIDs[WEAPON2] = appearance.offHand;
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appearanceIDs[HEADGEAR] = appearance.head;
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appearanceIDs[BODYGEAR] = appearance.body;
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appearanceIDs[LEGSGEAR] = appearance.legs;
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appearanceIDs[HANDSGEAR] = appearance.hands;
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appearanceIDs[FEETGEAR] = appearance.feet;
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appearanceIDs[WAISTGEAR] = appearance.waist;
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appearanceIDs[R_EAR] = appearance.rightEar;
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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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}
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}
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51
FFXIVClassic Map Server/actors/chara/player/PlayerWork.cs
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51
FFXIVClassic Map Server/actors/chara/player/PlayerWork.cs
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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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using System.Text;
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using System.Threading.Tasks;
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namespace FFXIVClassic_Map_Server.dataobjects.chara
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{
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class PlayerWork
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{
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public int tribe;
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public int guardian;
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public int birthdayMonth;
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public int birthdayDay;
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public int initialTown;
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public int restBonusExpRate;
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public int[] questScenario = new int[16];
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public int[] questGuildLeve = new int[8];
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public int questScenarioComplete;
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public int questGuildleveComplete;
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public bool isContentsCommand;
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public int castCommandClient;
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public int castEndClient;
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public int[] comboNextCommandId = new int[2];
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public int comboCostBonusRate;
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public bool isRemainBonusPoint;
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public int[] npcLinkshellChatCalling = new int[64];
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public int[] npcLinkshellChatExtra = new int[64];
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public int variableCommandConfirmWarp;
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public int variableCommandConfirmWarpSender;
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public int variableCommandConfirmWarpSenderByID;
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public int variableCommandConfirmWarpSenderSex;
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public int variableCommandConfirmWarpPlace;
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public int variableCommandConfirmRaise;
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public int variableCommandConfirmRaiseSender;
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public int variableCommandConfirmRaiseSenderByID;
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public int variableCommandConfirmRaiseSenderSex;
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public int variableCommandConfirmRaisePlace;
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}
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}
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