added ion's and showmo's enums

- added nullable DateTime param to UnixTimeStampUTC
This commit is contained in:
Tahir Akhlaq
2017-08-26 17:39:28 +01:00
parent 1ae15df64c
commit c070f5b80e
10 changed files with 188 additions and 19 deletions

View File

@@ -98,7 +98,7 @@ namespace FFXIVClassic_Map_Server.Actors
public ushort currentJob;
public Character(uint actorID) : base(actorID)
{
{
//Init timer array to "notimer"
for (int i = 0; i < charaWork.statusShownTime.Length; i++)
charaWork.statusShownTime[i] = 0xFFFFFFFF;
@@ -109,7 +109,7 @@ namespace FFXIVClassic_Map_Server.Actors
ResetMoveSpeeds();
// todo: base this on equip and shit
SetMod((uint)Modifier.AttackRange, 3);
SetMod((uint)Modifier.AttackDelay, (Program.Random.Next(30,60) * 100));
SetMod((uint)Modifier.AttackDelay, (Program.Random.Next(30, 60) * 100));
}
public SubPacket CreateAppearancePacket()
@@ -120,7 +120,7 @@ namespace FFXIVClassic_Map_Server.Actors
public SubPacket CreateInitStatusPacket()
{
return (SetActorStatusAllPacket.BuildPacket(actorId, charaWork.status));
return (SetActorStatusAllPacket.BuildPacket(actorId, charaWork.status));
}
public SubPacket CreateSetActorIconPacket()
@@ -148,7 +148,7 @@ namespace FFXIVClassic_Map_Server.Actors
currentContentGroup = group;
ActorPropertyPacketUtil propPacketUtil = new ActorPropertyPacketUtil("charaWork/currentContentGroup", this);
propPacketUtil.AddProperty("charaWork.currentContentGroup");
propPacketUtil.AddProperty("charaWork.currentContentGroup");
zone.BroadcastPacketsAroundActor(this, propPacketUtil.Done());
}
@@ -167,7 +167,7 @@ namespace FFXIVClassic_Map_Server.Actors
}
public void PlayAnimation(uint animId, bool onlySelf = false)
{
{
if (onlySelf)
{
if (this is Player)
@@ -236,7 +236,7 @@ namespace FFXIVClassic_Map_Server.Actors
if (updateFlags != ActorUpdateFlags.None)
{
packets = packets ?? new List<SubPacket>();
if ((updateFlags & ActorUpdateFlags.Appearance) != 0)
{
packets.Add(new SetActorAppearancePacket(modelId, appearanceIds).BuildPacket(actorId));
@@ -322,6 +322,11 @@ namespace FFXIVClassic_Map_Server.Actors
aiContainer.Cast(Server.GetWorldManager().GetActorInWorld(targetId == 0 ? currentTarget : targetId) as Character, spellId);
}
public void Ability(uint abilityId, uint targetId = 0)
{
aiContainer.Ability(Server.GetWorldManager().GetActorInWorld(targetId == 0 ? currentTarget : targetId) as Character, abilityId);
}
public void WeaponSkill(uint skillId)
{
aiContainer.WeaponSkill(Server.GetWorldManager().GetActorInWorld(currentTarget) as Character, skillId);