project-meteor-server/FFXIVClassic Map Server/packets/send/Actor/SetActorStatePacket.cs
Tahir Akhlaq 8b93abe86e servers now log (almost) everything to file
- regex'd in mysqlexception logging
- servers can now specify server_port, log_path, log_file
- added scripts to import/export all tables (exporting will export a handful of garbage table names, open and check for structure before deleting)
- fixed packet logging (thanks deviltti)
2016-06-09 19:48:06 +01:00

37 lines
1.2 KiB
C#

using System;
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 playerActorID, uint targetID, uint mainState, uint subState)
{
ulong combined = (mainState & 0xFF) | ((subState & 0xFF) << 8);
return new SubPacket(OPCODE, playerActorID, targetID, BitConverter.GetBytes(combined));
}
}
}