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	Figured out most of the battle action packets; 0x139, 0x13a, 0x13b.
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		@@ -0,0 +1,63 @@
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using FFXIVClassic_Lobby_Server.packets;
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using FFXIVClassic_Map_Server.packets.send.actor.battle;
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using System;
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using System.Collections.Generic;
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using System.IO;
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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.packets.send.actor.battle
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{
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    class BattleActionX18Packet
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    {
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        public const ushort OPCODE = 0x013B;
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        public const uint PACKET_SIZE = 0x148;
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        public static SubPacket buildPacket(uint playerActorID, uint sourceActorId, uint animationId, ushort commandId, BattleAction[] actionList)
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        {
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            byte[] data = new byte[PACKET_SIZE - 0x20];
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            using (MemoryStream mem = new MemoryStream(data))
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            {
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                using (BinaryWriter binWriter = new BinaryWriter(mem))
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                {
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                    binWriter.Write((UInt32)sourceActorId);
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                    binWriter.Write((UInt32)animationId);
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                    //Missing... last value is float, string in here as well?
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                    binWriter.Write((UInt32) actionList.Length); //Num actions (always 1 for this)
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                    binWriter.Write((UInt16)commandId);
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                    binWriter.Write((UInt16)810); //?
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                    binWriter.Seek(0x58, SeekOrigin.Begin);
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                    foreach (BattleAction action in actionList)
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                        binWriter.Write((UInt32)action.targetId);
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                    binWriter.Seek(0xA0, SeekOrigin.Begin);
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                    foreach (BattleAction action in actionList)
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                        binWriter.Write((UInt16)action.amount);
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                    binWriter.Seek(0xC4, SeekOrigin.Begin);
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                    foreach (BattleAction action in actionList)
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                        binWriter.Write((UInt16)action.worldMasterTextId);
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                    binWriter.Seek(0xE8, SeekOrigin.Begin);
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                    foreach (BattleAction action in actionList)
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                        binWriter.Write((UInt32)action.effectId);
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                    binWriter.Seek(0x130, SeekOrigin.Begin);
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                    foreach (BattleAction action in actionList)
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                        binWriter.Write((Byte)action.param);
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                    binWriter.Seek(0x142, SeekOrigin.Begin);
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                    foreach (BattleAction action in actionList)
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                        binWriter.Write((Byte)action.unknown);
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                }
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            }
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            return new SubPacket(OPCODE, sourceActorId, playerActorID, data);
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        }
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    }
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}
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