using FFXIVClassic_Map_Server.lua; using System; using System.Collections.Generic; using System.IO; using System.Text; using FFXIVClassic.Common; namespace FFXIVClassic_Map_Server.packets.send.actor { class ActorInstantiatePacket { public const ushort OPCODE = 0x00CC; public const uint PACKET_SIZE = 0x128; public static SubPacket BuildPacket(uint sourceActorID, uint targetActorID, string objectName, string className, List initParams) { byte[] data = new byte[PACKET_SIZE - 0x20]; using (MemoryStream mem = new MemoryStream(data)) { using (BinaryWriter binWriter = new BinaryWriter(mem)) { int value1 = 0x00; //Instance ID? int value2 = 0x3040; binWriter.Write((Int16)value1); binWriter.Write((Int16)value2); binWriter.Write(Encoding.ASCII.GetBytes(objectName), 0, Encoding.ASCII.GetByteCount(objectName) >= 0x20 ? 0x20 : Encoding.ASCII.GetByteCount(objectName)); binWriter.BaseStream.Seek(0x24, SeekOrigin.Begin); binWriter.Write(Encoding.ASCII.GetBytes(className), 0, Encoding.ASCII.GetByteCount(className) >= 0x20 ? 0x20 : Encoding.ASCII.GetByteCount(className)); binWriter.BaseStream.Seek(0x44, SeekOrigin.Begin); LuaUtils.WriteLuaParams(binWriter, initParams); } } return new SubPacket(OPCODE, sourceActorID, targetActorID, data); } } }