Cleaned up the code and fixed a bunch of bugs. Map server will no longer worry about base packets.

This commit is contained in:
Filip Maj
2017-06-27 21:08:30 -04:00
parent 08477780f8
commit 3370309dd0
20 changed files with 94 additions and 142 deletions

View File

@@ -57,7 +57,7 @@ namespace FFXIVClassic_Map_Server.actors.director
return ActorInstantiatePacket.BuildPacket(actorId, actorName, className, actualLParams);
}
public override BasePacket GetSpawnPackets(ushort spawnType = 1)
public override List<SubPacket> GetSpawnPackets(ushort spawnType = 1)
{
List<SubPacket> subpackets = new List<SubPacket>();
subpackets.Add(CreateAddActorPacket(0));
@@ -68,14 +68,16 @@ namespace FFXIVClassic_Map_Server.actors.director
subpackets.Add(CreateStatePacket());
subpackets.Add(CreateIsZoneingPacket());
subpackets.Add(CreateScriptBindPacket());
return BasePacket.CreatePacket(subpackets, true, false);
}
return subpackets;
}
public override BasePacket GetInitPackets()
public override List<SubPacket> GetInitPackets()
{
List<SubPacket> subpackets = new List<SubPacket>();
SetActorPropetyPacket initProperties = new SetActorPropetyPacket("/_init");
initProperties.AddTarget();
return BasePacket.CreatePacket(initProperties.BuildPacket(actorId), true, false);
subpackets.Add(initProperties.BuildPacket(actorId));
return subpackets;
}
public void OnTalkEvent(Player player, Npc npc)
@@ -108,7 +110,6 @@ namespace FFXIVClassic_Map_Server.actors.director
{
foreach (Player p in GetPlayerMembers())
{
GetSpawnPackets().DebugPrintPacket();
p.QueuePacket(GetSpawnPackets());
p.QueuePacket(GetInitPackets());
}