mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-05-20 08:26:59 -04:00
Cleaned up the code and fixed a bunch of bugs. Map server will no longer worry about base packets.
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@@ -91,7 +91,7 @@ namespace FFXIVClassic_Map_Server.Actors
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return ActorInstantiatePacket.BuildPacket(actorId, actorName, "ZoneDefault", lParams);
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}
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public override BasePacket GetSpawnPackets()
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public override List<SubPacket> GetSpawnPackets()
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{
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List<SubPacket> subpackets = new List<SubPacket>();
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subpackets.Add(CreateAddActorPacket(0));
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@@ -101,7 +101,7 @@ namespace FFXIVClassic_Map_Server.Actors
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subpackets.Add(CreateStatePacket());
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subpackets.Add(CreateIsZoneingPacket());
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subpackets.Add(CreateScriptBindPacket());
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return BasePacket.CreatePacket(subpackets, true, false);
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return subpackets;
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}
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#region Actor Management
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@@ -483,7 +483,7 @@ namespace FFXIVClassic_Map_Server.Actors
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if (player != null && !zoneWide)
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{
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player.QueuePacket(BasePacket.CreatePacket(SetWeatherPacket.BuildPacket(player.actorId, weather, transitionTime), true, false));
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player.QueuePacket(SetWeatherPacket.BuildPacket(player.actorId, weather, transitionTime));
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}
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if (zoneWide)
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{
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@@ -494,7 +494,7 @@ namespace FFXIVClassic_Map_Server.Actors
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if (actor.Value is Player)
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{
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player = ((Player)actor.Value);
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player.QueuePacket(BasePacket.CreatePacket(SetWeatherPacket.BuildPacket(player.actorId, weather, transitionTime), true, false));
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player.QueuePacket(SetWeatherPacket.BuildPacket(player.actorId, weather, transitionTime));
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}
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}
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}
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