Renamed BattleActionPacket -> CommandResultPacket as it better defines what these packets do. A command fires -> here is what happened due to it.

This commit is contained in:
Filip Maj
2019-01-29 00:02:09 -05:00
parent 7c7742fb35
commit e236e1d207
17 changed files with 199 additions and 199 deletions

View File

@@ -74,7 +74,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
// todo: send paralyzed/sleep message etc.
if (errorResult != null)
{
owner.zone.BroadcastPacketAroundActor(owner, BattleActionX01Packet.BuildPacket(errorResult.targetId, errorResult.animation, 0x765D, errorResult));
owner.zone.BroadcastPacketAroundActor(owner, CommandResultX01Packet.BuildPacket(errorResult.targetId, errorResult.animation, 0x765D, errorResult));
errorResult = null;
}
}
@@ -103,12 +103,12 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
// todo: Change this to use a BattleCommand like the other states
//List<BattleAction> actions = new List<BattleAction>();
BattleActionContainer actions = new BattleActionContainer();
CommandResultContainer actions = new CommandResultContainer();
var i = 0;
for (int hitNum = 0; hitNum < 1 /* owner.GetMod((uint) Modifier.HitCount)*/; hitNum++)
{
BattleAction action = new BattleAction(target.actorId, 0x765D, (uint)HitEffect.Hit, 100, (byte)HitDirection.None, (byte) hitNum);
CommandResult action = new CommandResult(target.actorId, 0x765D, (uint)HitEffect.Hit, 100, (byte)HitDirection.None, (byte) hitNum);
action.commandType = CommandType.AutoAttack;
action.actionType = ActionType.Physical;
action.actionProperty = (ActionProperty) owner.GetMod(Modifier.AttackType);
@@ -118,8 +118,8 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
}
// todo: this is fuckin stupid, probably only need *one* error packet, not an error for each action
BattleAction[] errors = (BattleAction[])actions.GetList().ToArray().Clone();
BattleAction error = null;// new BattleAction(0, null, 0, 0);
CommandResult[] errors = (CommandResult[])actions.GetList().ToArray().Clone();
CommandResult error = null;// new BattleAction(0, null, 0, 0);
//owner.DoActions(null, actions.GetList(), ref error);
//owner.OnAttack(this, actions[0], ref errorResult);
var anim = (uint)(17 << 24 | 1 << 12);