SetNPCPosH() private method

private SetNPCPosH ( int InstanceID, int index, float value ) : float
InstanceID int
index int
value float
return float
Example #1
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            } // @ public bool SetPlayerDegrees(double degrees)

            /// <summary>
            /// Set NPCs PosH as Degrees (calls FFACE SetNPCPosH directly after converting Degrees to Radians)
            /// </summary>
            /// <param name="index">index of NPC to modify</param>
            /// <param name="degrees">Degrees to set to, will be converted to be within 0-360, negatives are valid too</param>
            /// <returns>true on success, false otherwise</returns>
            private bool SetNPCDegrees(int index, double degrees)
            {
                if (FFACE.SetNPCPosH(_InstanceID, index, DegreesToPosH(degrees)) != 0.0f)
                {
                    return(true);
                }
                return(false);
            } // @ private bool SetNPCDegrees(int index, double degrees)
Example #2
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            } // @ public bool SetPlayerPosH(float value)

            /// <summary>
            /// Set NPCs PosH as Radians (calls FFACE SetNPCPosH directly)
            /// </summary>
            /// <param name="index">index of NPC to modify</param>
            /// <param name="value">FFXI Radians value to set</param>
            /// <returns>true on success, false otherwise</returns>
            private bool SetNPCPosH(int index, float value)
            {
                if (FFACE.SetNPCPosH(_InstanceID, index, value) != 0.0f)
                {
                    return(true);
                }
                return(false);
            } // @ private bool SetNPCPosH(int index, float value)
Example #3
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            } // @ private bool SetNPCPosH(int index, float value)

            #endregion

            #region SetPlayerDegrees, SetNPCDegrees methods

            /// <summary>
            /// Set the Player PosH (directly calls FFACE)
            /// </summary>
            /// <param name="degrees">Degrees to set the PosH to (0/360 North), Negative valuees valid as well.</param>
            /// <returns>true on success, false otherwise</returns>
            public bool SetPlayerDegrees(double degrees)
            {
                if (FFACE.SetNPCPosH(_InstanceID, _FFACE.Player.ID, DegreesToPosH(degrees)) != 0.0f)
                {
                    return(true);
                }
                return(false);
            } // @ public bool SetPlayerDegrees(double degrees)
Example #4
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            } // @ private double GetPlayerPosHInDegrees()

            #endregion

            #region Set* Methods (all private)

            #region SetPlayerPosH, SetNPCPosH (using FFXI Radians)

            /// <summary>
            /// Sets the Player PosH (directly calls FFACE)
            /// </summary>
            /// <param name="value">FFXI Radians to set PosH to.</param>
            /// <returns>true on success, false otherwise</returns>
            public bool SetPlayerPosH(float value)
            {
                if (FFACE.SetNPCPosH(_InstanceID, _FFACE.Player.ID, value) != 0.0f)
                {
                    return(true);
                }
                return(false);
            } // @ public bool SetPlayerPosH(float value)
Example #5
0
            } // @ public bool FaceHeading(double X, double Y, double Z)

            /// <summary>
            /// Faces the given heading in the passed HeadingType
            /// </summary>
            /// <param name="PosH">Heading to set on player.</param>
            /// <param name="headingType">HeadingType indicating the type of the value.</param>
            /// <returns>true on success, false otherwise</returns>
            public bool FaceHeading(float PosH, HeadingType headingType)
            {
                if (headingType == HeadingType.Degrees)
                {
                    PosH = DegreesToPosH(PosH);
                }

                if (FFACE.SetNPCPosH(_InstanceID, _FFACE.Player.ID, PosH) != 0.0f)
                {
                    return(true);
                }
                return(false);
            } // @ public bool FaceHeading(float PosH, HeadingType headingType)