using FFXIVClassic.Common; using System; using FFXIVClassic.Common; namespace FFXIVClassic_Map_Server.packets.send.actor { class SetActorStatePacket { public const int MAIN_STATE_PASSIVE = 0; public const int MAIN_STATE_DEAD = 1; public const int MAIN_STATE_ACTIVE = 2; public const int MAIN_STATE_DEAD2 = 3; public const int MAIN_STATE_SITTING_OBJECT = 11; public const int MAIN_STATE_SITTING_FLOOR = 13; public const int MAIN_STATE_MOUNTED = 15; public const int MAIN_STATE_UNKNOWN1 = 0x0E; public const int MAIN_STATE_UNKNOWN2 = 0x1E; public const int MAIN_STATE_UNKNOWN3 = 0x1F; public const int MAIN_STATE_UNKNOWN4 = 0x20; //What is this for? public const int SUB_STATE_NONE = 0x00; public const int SUB_STATE_PLAYER = 0xBF; public const int SUB_STATE_MONSTER = 0x03; public const ushort OPCODE = 0x134; public const uint PACKET_SIZE = 0x28; public static SubPacket BuildPacket(uint sourceActorId, uint mainState, uint subState) { ulong combined = (mainState & 0xFF) | ((subState & 0xFF) << 8); return new SubPacket(OPCODE, sourceActorId, BitConverter.GetBytes(combined)); } } }