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# Conflicts: # FFXIVClassic Map Server/CommandProcessor.cs # FFXIVClassic Map Server/WorldManager.cs # FFXIVClassic Map Server/actors/area/Area.cs # FFXIVClassic Map Server/actors/area/PrivateArea.cs # FFXIVClassic Map Server/actors/area/Zone.cs # FFXIVClassic Map Server/actors/chara/npc/Npc.cs # FFXIVClassic Map Server/common/Utils.cs # FFXIVClassic Map Server/dataobjects/ConnectedPlayer.cs
34 lines
1.1 KiB
C#
34 lines
1.1 KiB
C#
using System;
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using System.IO;
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namespace FFXIVClassic_Map_Server.packets.send.actor
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{
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class MoveActorToPositionPacket
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{
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public const ushort OPCODE = 0x00CF;
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public const uint PACKET_SIZE = 0x50;
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public static SubPacket BuildPacket(uint playerActorID, uint tarGetActorID, float x, float y, float z, float rot, ushort moveState)
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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.BaseStream.Seek(0x8, SeekOrigin.Begin);
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binWriter.Write((Single)x);
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binWriter.Write((Single)y);
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binWriter.Write((Single)z);
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binWriter.Write((Single)rot);
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binWriter.Write((ushort)moveState);
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}
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}
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SubPacket packet = new SubPacket(OPCODE, playerActorID, tarGetActorID, data);
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return packet;
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}
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}
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}
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