mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
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Merge branch 'develop' of https://bitbucket.org/Ioncannon/ffxiv-classic-server into develop
Fix Excruciate removign status from enemy rather than caster
This commit is contained in:
@@ -0,0 +1,12 @@
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namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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{
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class BattleAction
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{
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public uint targetId;
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public ushort amount;
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public ushort worldMasterTextId;
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public uint effectId;
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public byte param;
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public byte unknown;
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}
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}
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@@ -0,0 +1,59 @@
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using FFXIVClassic.Common;
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using System;
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using System.IO;
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namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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{
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class BattleActionX10Packet
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{
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public const ushort OPCODE = 0x013A;
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public const uint PACKET_SIZE = 0xD8;
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public static SubPacket BuildPacket(uint playerActorID, uint sourceActorId, uint animationId, ushort commandId, BattleAction[] actionList)
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{
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byte[] data = new byte[PACKET_SIZE - 0x20];
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using (MemoryStream mem = new MemoryStream(data))
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{
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using (BinaryWriter binWriter = new BinaryWriter(mem))
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{
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binWriter.Write((UInt32)sourceActorId);
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binWriter.Write((UInt32)animationId);
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//Missing... last value is float, string in here as well?
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binWriter.Seek(0x20, SeekOrigin.Begin);
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binWriter.Write((UInt32) actionList.Length); //Num actions (always 1 for this)
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binWriter.Write((UInt16)commandId);
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binWriter.Write((UInt16)810); //?
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binWriter.Seek(0x20, SeekOrigin.Begin);
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foreach (BattleAction action in actionList)
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binWriter.Write((UInt32)action.targetId);
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binWriter.Seek(0x50, SeekOrigin.Begin);
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foreach (BattleAction action in actionList)
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binWriter.Write((UInt16)action.amount);
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binWriter.Seek(0x64, SeekOrigin.Begin);
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foreach (BattleAction action in actionList)
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binWriter.Write((UInt16)action.worldMasterTextId);
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binWriter.Seek(0x78, SeekOrigin.Begin);
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foreach (BattleAction action in actionList)
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binWriter.Write((UInt32)action.effectId);
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binWriter.Seek(0xA0, SeekOrigin.Begin);
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foreach (BattleAction action in actionList)
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binWriter.Write((Byte)action.param);
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binWriter.Seek(0xAA, SeekOrigin.Begin);
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foreach (BattleAction action in actionList)
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binWriter.Write((Byte)action.unknown);
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}
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}
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return new SubPacket(OPCODE, sourceActorId, data);
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}
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}
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}
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@@ -0,0 +1,59 @@
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using FFXIVClassic.Common;
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using System;
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using System.IO;
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namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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{
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class BattleActionX18Packet
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{
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public const ushort OPCODE = 0x013B;
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public const uint PACKET_SIZE = 0x148;
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public static SubPacket BuildPacket(uint playerActorID, uint sourceActorId, uint animationId, ushort commandId, BattleAction[] actionList)
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{
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byte[] data = new byte[PACKET_SIZE - 0x20];
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using (MemoryStream mem = new MemoryStream(data))
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{
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using (BinaryWriter binWriter = new BinaryWriter(mem))
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{
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binWriter.Write((UInt32)sourceActorId);
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binWriter.Write((UInt32)animationId);
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//Missing... last value is float, string in here as well?
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binWriter.Seek(0x20, SeekOrigin.Begin);
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binWriter.Write((UInt32) actionList.Length); //Num actions (always 1 for this)
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binWriter.Write((UInt16)commandId);
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binWriter.Write((UInt16)810); //?
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binWriter.Seek(0x58, SeekOrigin.Begin);
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foreach (BattleAction action in actionList)
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binWriter.Write((UInt32)action.targetId);
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binWriter.Seek(0xA0, SeekOrigin.Begin);
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foreach (BattleAction action in actionList)
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binWriter.Write((UInt16)action.amount);
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binWriter.Seek(0xC4, SeekOrigin.Begin);
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foreach (BattleAction action in actionList)
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binWriter.Write((UInt16)action.worldMasterTextId);
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binWriter.Seek(0xE8, SeekOrigin.Begin);
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foreach (BattleAction action in actionList)
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binWriter.Write((UInt32)action.effectId);
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binWriter.Seek(0x130, SeekOrigin.Begin);
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foreach (BattleAction action in actionList)
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binWriter.Write((Byte)action.param);
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binWriter.Seek(0x142, SeekOrigin.Begin);
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foreach (BattleAction action in actionList)
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binWriter.Write((Byte)action.unknown);
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}
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}
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return new SubPacket(OPCODE, sourceActorId, data);
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}
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}
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}
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@@ -1,12 +1,9 @@
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using FFXIVClassic.Common;
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using System;
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using System.Collections.Generic;
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using System;
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using FFXIVClassic_Map_Server.actors.chara.ai;
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using FFXIVClassic_Map_Server.actors.chara.ai.utils;
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using FFXIVClassic_Map_Server.Actors;
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using FFXIVClassic_Map_Server.packets.send.actor.battle;
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namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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{
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//These flags can be stacked and mixed, but the client will prioritize certain flags over others.
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[Flags]
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@@ -1,8 +1,4 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using System.Collections.Generic;
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namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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{
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@@ -2,7 +2,7 @@
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using System;
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using System.IO;
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namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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{
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class CommandResultX00Packet
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{
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