using System; using System.IO; namespace FFXIVClassic_Map_Server.packets.send.actor { class SetActorPositionPacket { public const ushort OPCODE = 0x00CE; public const uint PACKET_SIZE = 0x48; public const uint SPAWNTYPE_FADEIN = 0; public const uint SPAWNTYPE_PLAYERWAKE = 1; public const uint SPAWNTYPE_WARP_DUTY = 2; public const uint SPAWNTYPE_WARP2 = 3; public const uint SPAWNTYPE_WARP3 = 4; public const uint SPAWNTYPE_WARP_YELLOW = 5; public const uint SPAWNTYPE_WARP_DUTY2 = 6; public const uint SPAWNTYPE_WARP_LIGHT = 7; public const float INNPOS_X = 157.550003f; public const float INNPOS_Y = 000.000000f; public const float INNPOS_Z = 165.050003f; public const float INNPOS_ROT = -1.530000f; public static SubPacket BuildPacket(uint sourceActorID, uint targetActorID, uint actorId, float x, float y, float z, float rotation, uint spawnType, bool isZoningPlayer) { byte[] data = new byte[PACKET_SIZE-0x20]; using (MemoryStream mem = new MemoryStream(data)) { using (BinaryWriter binWriter = new BinaryWriter(mem)) { binWriter.Write((Int32)0); binWriter.Write((Int32)actorId); binWriter.Write((Single)x); binWriter.Write((Single)y); binWriter.Write((Single)z); binWriter.Write((Single)rotation); binWriter.BaseStream.Seek(0x24, SeekOrigin.Begin); binWriter.Write((UInt16)spawnType); binWriter.Write((UInt16)(isZoningPlayer ? 1 : 0)); } } return new SubPacket(OPCODE, sourceActorID, targetActorID, data); } } }