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	Packet for instantiating actor in lua engine implemented, though first value unknown.
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		| @@ -0,0 +1,39 @@ | ||||
| using FFXIVClassic_Lobby_Server.packets; | ||||
| using FFXIVClassic_Map_Server.lua; | ||||
| using System; | ||||
| using System.Collections.Generic; | ||||
| using System.IO; | ||||
| using System.Linq; | ||||
| using System.Text; | ||||
| using System.Threading.Tasks; | ||||
|  | ||||
| namespace FFXIVClassic_Map_Server.packets.send.actor | ||||
| { | ||||
|     class ActorInstantiatePacket | ||||
|     { | ||||
|         public const ushort OPCODE = 0x00CC; | ||||
|         public const uint PACKET_SIZE = 0x128; | ||||
|  | ||||
|         public static SubPacket buildPacket(uint sourceActorID, uint targetActorID, string objectName, string className, List<LuaParam> initParams) | ||||
|         { | ||||
|             byte[] data = new byte[PACKET_SIZE - 0x20]; | ||||
|  | ||||
|             using (MemoryStream mem = new MemoryStream(data)) | ||||
|             { | ||||
|                 using (BinaryWriter binWriter = new BinaryWriter(mem)) | ||||
|                 { | ||||
|                     int value = 0; | ||||
|                     binWriter.Write((Int32)value); | ||||
|                     binWriter.Write(Encoding.ASCII.GetBytes(objectName), 0, Encoding.ASCII.GetByteCount(objectName) >= 0x20 ? 0x20 : Encoding.ASCII.GetByteCount(objectName)); | ||||
|                     binWriter.BaseStream.Seek(0x24, SeekOrigin.Begin); | ||||
|                     binWriter.Write(Encoding.ASCII.GetBytes(className), 0, Encoding.ASCII.GetByteCount(className) >= 0x20 ? 0x20 : Encoding.ASCII.GetByteCount(className)); | ||||
|                     binWriter.BaseStream.Seek(0x44, SeekOrigin.Begin); | ||||
|                     LuaUtils.writeLuaParams(binWriter, initParams); | ||||
|                 } | ||||
|             } | ||||
|  | ||||
|             return new SubPacket(OPCODE, sourceActorID, targetActorID, data); | ||||
|         } | ||||
|  | ||||
|     } | ||||
| } | ||||
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