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https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-05-20 08:26:59 -04:00
Renamed Inventory class to ItemPackage to reflect client naming.
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@@ -30,11 +30,11 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
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private ushort inventoryCapacity;
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private ushort inventoryCode;
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private InventoryItem[] list;
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private Inventory normalInventory;
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private ItemPackage normalInventory;
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private bool writeToDB = true;
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public Equipment(Player ownerPlayer, Inventory normalInventory, ushort capacity, ushort code)
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public Equipment(Player ownerPlayer, ItemPackage normalInventory, ushort capacity, ushort code)
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{
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owner = ownerPlayer;
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inventoryCapacity = capacity;
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@@ -63,7 +63,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
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}
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}
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toPlayer.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, 0x23, Inventory.EQUIPMENT_OTHERPLAYER));
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toPlayer.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, 0x23, ItemPackage.EQUIPMENT_OTHERPLAYER));
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int currentIndex = 0;
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while (true)
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@@ -11,7 +11,7 @@ using System.Linq;
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namespace FFXIVClassic_Map_Server.actors.chara.player
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{
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class Inventory
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class ItemPackage
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{
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public const ushort NORMAL = 0; //Max 0xC8
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public const ushort UNKNOWN = 1; //Max 0x96
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@@ -41,7 +41,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
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private int endOfListIndex = 0;
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public Inventory(Character ownerPlayer, ushort capacity, ushort code, bool temporary = false)
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public ItemPackage(Character ownerPlayer, ushort capacity, ushort code, bool temporary = false)
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{
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owner = ownerPlayer;
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itemPackageCapacity = capacity;
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@@ -704,7 +704,6 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
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#endregion
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public int GetCount()
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{
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return endOfListIndex;
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@@ -105,7 +105,7 @@ namespace FFXIVClassic_Map_Server.Actors
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//Trading
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private Player otherTrader = null;
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private Inventory myOfferings;
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private ItemPackage myOfferings;
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private bool isTradeAccepted = false;
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private bool isTradeLocked = false;
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@@ -164,14 +164,14 @@ namespace FFXIVClassic_Map_Server.Actors
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moveSpeeds[2] = SetActorSpeedPacket.DEFAULT_RUN;
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moveSpeeds[3] = SetActorSpeedPacket.DEFAULT_ACTIVE;
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itemPackages[Inventory.NORMAL] = new Inventory(this, MAXSIZE_INVENTORY_NORMAL, Inventory.NORMAL);
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itemPackages[Inventory.KEYITEMS] = new Inventory(this, MAXSIZE_INVENTORY_KEYITEMS, Inventory.KEYITEMS);
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itemPackages[Inventory.CURRENCY_CRYSTALS] = new Inventory(this, MAXSIZE_INVENTORY_CURRANCY, Inventory.CURRENCY_CRYSTALS);
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itemPackages[Inventory.MELDREQUEST] = new Inventory(this, MAXSIZE_INVENTORY_MELDREQUEST, Inventory.MELDREQUEST);
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itemPackages[Inventory.BAZAAR] = new Inventory(this, MAXSIZE_INVENTORY_BAZAAR, Inventory.BAZAAR);
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itemPackages[Inventory.LOOT] = new Inventory(this, MAXSIZE_INVENTORY_LOOT, Inventory.LOOT);
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itemPackages[ItemPackage.NORMAL] = new ItemPackage(this, MAXSIZE_INVENTORY_NORMAL, ItemPackage.NORMAL);
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itemPackages[ItemPackage.KEYITEMS] = new ItemPackage(this, MAXSIZE_INVENTORY_KEYITEMS, ItemPackage.KEYITEMS);
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itemPackages[ItemPackage.CURRENCY_CRYSTALS] = new ItemPackage(this, MAXSIZE_INVENTORY_CURRANCY, ItemPackage.CURRENCY_CRYSTALS);
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itemPackages[ItemPackage.MELDREQUEST] = new ItemPackage(this, MAXSIZE_INVENTORY_MELDREQUEST, ItemPackage.MELDREQUEST);
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itemPackages[ItemPackage.BAZAAR] = new ItemPackage(this, MAXSIZE_INVENTORY_BAZAAR, ItemPackage.BAZAAR);
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itemPackages[ItemPackage.LOOT] = new ItemPackage(this, MAXSIZE_INVENTORY_LOOT, ItemPackage.LOOT);
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equipment = new Equipment(this, itemPackages[Inventory.NORMAL], MAXSIZE_INVENTORY_EQUIPMENT, Inventory.EQUIPMENT);
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equipment = new Equipment(this, itemPackages[ItemPackage.NORMAL], MAXSIZE_INVENTORY_EQUIPMENT, ItemPackage.EQUIPMENT);
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//Set the Skill level caps of all FFXIV (classes)skills to 50
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for (int i = 0; i < charaWork.battleSave.skillLevelCap.Length; i++)
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@@ -552,12 +552,12 @@ namespace FFXIVClassic_Map_Server.Actors
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#region Inventory & Equipment
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QueuePacket(InventoryBeginChangePacket.BuildPacket(actorId, true));
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itemPackages[Inventory.NORMAL].SendFullInventory(this);
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itemPackages[Inventory.CURRENCY_CRYSTALS].SendFullInventory(this);
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itemPackages[Inventory.KEYITEMS].SendFullInventory(this);
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itemPackages[Inventory.BAZAAR].SendFullInventory(this);
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itemPackages[Inventory.MELDREQUEST].SendFullInventory(this);
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itemPackages[Inventory.LOOT].SendFullInventory(this);
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itemPackages[ItemPackage.NORMAL].SendFullInventory(this);
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itemPackages[ItemPackage.CURRENCY_CRYSTALS].SendFullInventory(this);
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itemPackages[ItemPackage.KEYITEMS].SendFullInventory(this);
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itemPackages[ItemPackage.BAZAAR].SendFullInventory(this);
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itemPackages[ItemPackage.MELDREQUEST].SendFullInventory(this);
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itemPackages[ItemPackage.LOOT].SendFullInventory(this);
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equipment.SendFullEquipment(false);
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playerSession.QueuePacket(InventoryEndChangePacket.BuildPacket(actorId));
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#endregion
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@@ -1094,9 +1094,9 @@ namespace FFXIVClassic_Map_Server.Actors
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public void CheckBazaarFlags(bool noUpdate = false)
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{
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bool isDealing = false, isRepairing = false, seekingItem = false;
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lock (GetItemPackage(Inventory.BAZAAR))
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lock (GetItemPackage(ItemPackage.BAZAAR))
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{
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foreach (InventoryItem item in GetItemPackage(Inventory.BAZAAR).GetRawList())
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foreach (InventoryItem item in GetItemPackage(ItemPackage.BAZAAR).GetRawList())
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{
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if (item == null)
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break;
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@@ -1130,9 +1130,9 @@ namespace FFXIVClassic_Map_Server.Actors
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doUpdate = true;
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}
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if (charaWork.eventTemp.bazaarMateria != (GetItemPackage(Inventory.MELDREQUEST).GetCount() != 0))
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if (charaWork.eventTemp.bazaarMateria != (GetItemPackage(ItemPackage.MELDREQUEST).GetCount() != 0))
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{
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charaWork.eventTemp.bazaarMateria = GetItemPackage(Inventory.MELDREQUEST).GetCount() != 0;
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charaWork.eventTemp.bazaarMateria = GetItemPackage(ItemPackage.MELDREQUEST).GetCount() != 0;
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propPacketUtil.AddProperty("charaWork.eventTemp.bazaarMateria");
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doUpdate = true;
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}
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@@ -1144,7 +1144,7 @@ namespace FFXIVClassic_Map_Server.Actors
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public int GetCurrentGil()
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{
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if (HasItem(1000001))
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return GetItemPackage(Inventory.CURRENCY_CRYSTALS).GetItemByCatelogId(1000001).quantity;
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return GetItemPackage(ItemPackage.CURRENCY_CRYSTALS).GetItemByCatelogId(1000001).quantity;
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else
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return 0;
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}
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@@ -1661,7 +1661,7 @@ namespace FFXIVClassic_Map_Server.Actors
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public void SendMyTradeToPlayer(Player player)
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{
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Inventory tradeInventory = new Inventory(this, 4, Inventory.TRADE);
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ItemPackage tradeInventory = new ItemPackage(this, 4, ItemPackage.TRADE);
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player.QueuePacket(InventoryBeginChangePacket.BuildPacket(actorId, true));
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tradeInventory.SendFullInventory(player);
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player.QueuePacket(InventoryEndChangePacket.BuildPacket(actorId));
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@@ -1892,8 +1892,8 @@ namespace FFXIVClassic_Map_Server.Actors
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public void StartTradeTransaction(Player otherPlayer)
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{
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myOfferings = new Inventory(this, 4, Inventory.TRADE, true);
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Inventory otherPlayerOfferings = new Inventory(otherPlayer, 4, Inventory.TRADE, true);
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myOfferings = new ItemPackage(this, 4, ItemPackage.TRADE, true);
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ItemPackage otherPlayerOfferings = new ItemPackage(otherPlayer, 4, ItemPackage.TRADE, true);
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myOfferings.StartSendUpdate();
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myOfferings.SendUpdatePackets(this);
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@@ -1909,7 +1909,7 @@ namespace FFXIVClassic_Map_Server.Actors
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return otherTrader;
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}
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public Inventory GetTradeOfferings()
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public ItemPackage GetTradeOfferings()
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{
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return myOfferings;
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}
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@@ -1929,7 +1929,7 @@ namespace FFXIVClassic_Map_Server.Actors
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if (!IsTrading())
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return;
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InventoryItem mine = itemPackages[Inventory.NORMAL].GetItemAtSlot(linkedSlot);
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InventoryItem mine = itemPackages[ItemPackage.NORMAL].GetItemAtSlot(linkedSlot);
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InventoryItem tradeItem = new InventoryItem(mine, slot);
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@@ -1989,7 +1989,7 @@ namespace FFXIVClassic_Map_Server.Actors
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public void Test()
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{
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QueuePacket(InventoryBeginChangePacket.BuildPacket(actorId));
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QueuePacket(InventorySetBeginPacket.BuildPacket(actorId, 4, Inventory.TRADE));
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QueuePacket(InventorySetBeginPacket.BuildPacket(actorId, 4, ItemPackage.TRADE));
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QueuePacket(InventoryRemoveX01Packet.BuildPacket(actorId, 1));
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@@ -1999,7 +1999,7 @@ namespace FFXIVClassic_Map_Server.Actors
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public void Test2()
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{
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QueuePacket(InventoryBeginChangePacket.BuildPacket(actorId));
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QueuePacket(InventorySetBeginPacket.BuildPacket(actorId, 4, Inventory.TRADE));
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QueuePacket(InventorySetBeginPacket.BuildPacket(actorId, 4, ItemPackage.TRADE));
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QueuePacket(EquipmentListX01Packet.BuildPacket(actorId, 1, 1));
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