public PlayerInfoReadResult() { PlayerEntity = new PlayerEntity(); }
public static PlayerEntity ResolvePlayerFromBytes(byte[] source) { var entry = new PlayerEntity(); try { entry.Name = MemoryHandler.Instance.GetStringFromBytes(source, 1); switch (MemoryHandler.Instance.GameLanguage) { default: entry.JobID = source[MemoryHandler.Instance.Structures.PlayerEntity.JobID]; entry.Job = Entity.Job[entry.JobID]; #region Job Levels entry.PGL = source[MemoryHandler.Instance.Structures.PlayerEntity.PGL]; entry.GLD = source[MemoryHandler.Instance.Structures.PlayerEntity.GLD]; entry.MRD = source[MemoryHandler.Instance.Structures.PlayerEntity.MRD]; entry.ARC = source[MemoryHandler.Instance.Structures.PlayerEntity.ARC]; entry.LNC = source[MemoryHandler.Instance.Structures.PlayerEntity.LNC]; entry.THM = source[MemoryHandler.Instance.Structures.PlayerEntity.THM]; entry.CNJ = source[MemoryHandler.Instance.Structures.PlayerEntity.CNJ]; entry.CPT = source[MemoryHandler.Instance.Structures.PlayerEntity.CPT]; entry.BSM = source[MemoryHandler.Instance.Structures.PlayerEntity.BSM]; entry.ARM = source[MemoryHandler.Instance.Structures.PlayerEntity.ARM]; entry.GSM = source[MemoryHandler.Instance.Structures.PlayerEntity.GSM]; entry.LTW = source[MemoryHandler.Instance.Structures.PlayerEntity.LTW]; entry.WVR = source[MemoryHandler.Instance.Structures.PlayerEntity.WVR]; entry.ALC = source[MemoryHandler.Instance.Structures.PlayerEntity.ALC]; entry.CUL = source[MemoryHandler.Instance.Structures.PlayerEntity.CUL]; entry.MIN = source[MemoryHandler.Instance.Structures.PlayerEntity.MIN]; entry.BTN = source[MemoryHandler.Instance.Structures.PlayerEntity.BTN]; entry.FSH = source[MemoryHandler.Instance.Structures.PlayerEntity.FSH]; entry.ACN = source[MemoryHandler.Instance.Structures.PlayerEntity.ACN]; entry.ROG = source[MemoryHandler.Instance.Structures.PlayerEntity.ROG]; entry.MCH = source[MemoryHandler.Instance.Structures.PlayerEntity.MCH]; entry.DRK = source[MemoryHandler.Instance.Structures.PlayerEntity.DRK]; entry.AST = source[MemoryHandler.Instance.Structures.PlayerEntity.AST]; #endregion #region Current Experience entry.PGL_CurrentEXP = BitConverter.ToInt32(source, MemoryHandler.Instance.Structures.PlayerEntity.PGL_CurrentEXP); entry.GLD_CurrentEXP = BitConverter.ToInt32(source, MemoryHandler.Instance.Structures.PlayerEntity.GLD_CurrentEXP); entry.MRD_CurrentEXP = BitConverter.ToInt32(source, MemoryHandler.Instance.Structures.PlayerEntity.MRD_CurrentEXP); entry.ARC_CurrentEXP = BitConverter.ToInt32(source, MemoryHandler.Instance.Structures.PlayerEntity.ARC_CurrentEXP); entry.LNC_CurrentEXP = BitConverter.ToInt32(source, MemoryHandler.Instance.Structures.PlayerEntity.LNC_CurrentEXP); entry.THM_CurrentEXP = BitConverter.ToInt32(source, MemoryHandler.Instance.Structures.PlayerEntity.THM_CurrentEXP); entry.CNJ_CurrentEXP = BitConverter.ToInt32(source, MemoryHandler.Instance.Structures.PlayerEntity.CNJ_CurrentEXP); entry.CPT_CurrentEXP = BitConverter.ToInt32(source, MemoryHandler.Instance.Structures.PlayerEntity.CPT_CurrentEXP); entry.BSM_CurrentEXP = BitConverter.ToInt32(source, MemoryHandler.Instance.Structures.PlayerEntity.BSM_CurrentEXP); entry.ARM_CurrentEXP = BitConverter.ToInt32(source, MemoryHandler.Instance.Structures.PlayerEntity.ARM_CurrentEXP); entry.GSM_CurrentEXP = BitConverter.ToInt32(source, MemoryHandler.Instance.Structures.PlayerEntity.GSM_CurrentEXP); entry.LTW_CurrentEXP = BitConverter.ToInt32(source, MemoryHandler.Instance.Structures.PlayerEntity.LTW_CurrentEXP); entry.WVR_CurrentEXP = BitConverter.ToInt32(source, MemoryHandler.Instance.Structures.PlayerEntity.WVR_CurrentEXP); entry.ALC_CurrentEXP = BitConverter.ToInt32(source, MemoryHandler.Instance.Structures.PlayerEntity.ALC_CurrentEXP); entry.CUL_CurrentEXP = BitConverter.ToInt32(source, MemoryHandler.Instance.Structures.PlayerEntity.CUL_CurrentEXP); entry.MIN_CurrentEXP = BitConverter.ToInt32(source, MemoryHandler.Instance.Structures.PlayerEntity.MIN_CurrentEXP); entry.BTN_CurrentEXP = BitConverter.ToInt32(source, MemoryHandler.Instance.Structures.PlayerEntity.BTN_CurrentEXP); entry.FSH_CurrentEXP = BitConverter.ToInt32(source, MemoryHandler.Instance.Structures.PlayerEntity.FSH_CurrentEXP); entry.ACN_CurrentEXP = BitConverter.ToInt32(source, MemoryHandler.Instance.Structures.PlayerEntity.ACN_CurrentEXP); entry.ROG_CurrentEXP = BitConverter.ToInt32(source, MemoryHandler.Instance.Structures.PlayerEntity.ROG_CurrentEXP); entry.MCH_CurrentEXP = BitConverter.ToInt32(source, MemoryHandler.Instance.Structures.PlayerEntity.MCH_CurrentEXP); entry.DRK_CurrentEXP = BitConverter.ToInt32(source, MemoryHandler.Instance.Structures.PlayerEntity.DRK_CurrentEXP); entry.AST_CurrentEXP = BitConverter.ToInt32(source, MemoryHandler.Instance.Structures.PlayerEntity.AST_CurrentEXP); #endregion #region Base Stats entry.BaseStrength = BitConverter.ToInt16(source, MemoryHandler.Instance.Structures.PlayerEntity.BaseStrength); entry.BaseDexterity = BitConverter.ToInt16(source, MemoryHandler.Instance.Structures.PlayerEntity.BaseDexterity); entry.BaseVitality = BitConverter.ToInt16(source, MemoryHandler.Instance.Structures.PlayerEntity.BaseVitality); entry.BaseIntelligence = BitConverter.ToInt16(source, MemoryHandler.Instance.Structures.PlayerEntity.BaseIntelligence); entry.BaseMind = BitConverter.ToInt16(source, MemoryHandler.Instance.Structures.PlayerEntity.BaseMind); entry.BasePiety = BitConverter.ToInt16(source, MemoryHandler.Instance.Structures.PlayerEntity.BasePiety); #endregion #region Base Stats (base+gear+bonus) entry.Strength = BitConverter.ToInt16(source, MemoryHandler.Instance.Structures.PlayerEntity.Strength); entry.Dexterity = BitConverter.ToInt16(source, MemoryHandler.Instance.Structures.PlayerEntity.Dexterity); entry.Vitality = BitConverter.ToInt16(source, MemoryHandler.Instance.Structures.PlayerEntity.Vitality); entry.Intelligence = BitConverter.ToInt16(source, MemoryHandler.Instance.Structures.PlayerEntity.Intelligence); entry.Mind = BitConverter.ToInt16(source, MemoryHandler.Instance.Structures.PlayerEntity.Mind); entry.Piety = BitConverter.ToInt16(source, MemoryHandler.Instance.Structures.PlayerEntity.Piety); #endregion #region Basic Info entry.HPMax = BitConverter.ToInt16(source, MemoryHandler.Instance.Structures.PlayerEntity.HPMax); entry.MPMax = BitConverter.ToInt16(source, MemoryHandler.Instance.Structures.PlayerEntity.MPMax); entry.TPMax = BitConverter.ToInt16(source, MemoryHandler.Instance.Structures.PlayerEntity.TPMax); entry.GPMax = BitConverter.ToInt16(source, MemoryHandler.Instance.Structures.PlayerEntity.GPMax); entry.CPMax = BitConverter.ToInt16(source, MemoryHandler.Instance.Structures.PlayerEntity.CPMax); #endregion #region Offensive Properties entry.Accuracy = BitConverter.ToInt16(source, MemoryHandler.Instance.Structures.PlayerEntity.Accuracy); entry.CriticalHitRate = BitConverter.ToInt16(source, MemoryHandler.Instance.Structures.PlayerEntity.CriticalHitRate); entry.Determination = BitConverter.ToInt16(source, MemoryHandler.Instance.Structures.PlayerEntity.Determination); #endregion #region Defensive Properties entry.Parry = BitConverter.ToInt16(source, MemoryHandler.Instance.Structures.PlayerEntity.Parry); entry.Defense = BitConverter.ToInt16(source, MemoryHandler.Instance.Structures.PlayerEntity.Defense); entry.MagicDefense = BitConverter.ToInt16(source, MemoryHandler.Instance.Structures.PlayerEntity.MagicDefense); #endregion #region Phyiscal Properties entry.AttackPower = BitConverter.ToInt16(source, MemoryHandler.Instance.Structures.PlayerEntity.AttackPower); entry.SkillSpeed = BitConverter.ToInt16(source, MemoryHandler.Instance.Structures.PlayerEntity.SkillSpeed); #endregion #region Mental Properties entry.SpellSpeed = BitConverter.ToInt16(source, MemoryHandler.Instance.Structures.PlayerEntity.SpellSpeed); entry.AttackMagicPotency = BitConverter.ToInt16(source, MemoryHandler.Instance.Structures.PlayerEntity.AttackMagicPotency); entry.HealingMagicPotency = BitConverter.ToInt16(source, MemoryHandler.Instance.Structures.PlayerEntity.HealingMagicPotency); #endregion #region Elemental Resistances entry.FireResistance = BitConverter.ToInt16(source, MemoryHandler.Instance.Structures.PlayerEntity.FireResistance); entry.IceResistance = BitConverter.ToInt16(source, MemoryHandler.Instance.Structures.PlayerEntity.IceResistance); entry.WindResistance = BitConverter.ToInt16(source, MemoryHandler.Instance.Structures.PlayerEntity.WindResistance); entry.EarthResistance = BitConverter.ToInt16(source, MemoryHandler.Instance.Structures.PlayerEntity.EarthResistance); entry.LightningResistance = BitConverter.ToInt16(source, MemoryHandler.Instance.Structures.PlayerEntity.LightningResistance); entry.WaterResistance = BitConverter.ToInt16(source, MemoryHandler.Instance.Structures.PlayerEntity.WaterResistance); #endregion #region Physical Resistances entry.SlashingResistance = BitConverter.ToInt16(source, MemoryHandler.Instance.Structures.PlayerEntity.SlashingResistance); entry.PiercingResistance = BitConverter.ToInt16(source, MemoryHandler.Instance.Structures.PlayerEntity.PiercingResistance); entry.BluntResistance = BitConverter.ToInt16(source, MemoryHandler.Instance.Structures.PlayerEntity.BluntResistance); #endregion #region Crafting entry.Craftmanship = BitConverter.ToInt16(source, MemoryHandler.Instance.Structures.PlayerEntity.Craftmanship); entry.Control = BitConverter.ToInt16(source, MemoryHandler.Instance.Structures.PlayerEntity.Control); #endregion #region Gathering entry.Gathering = BitConverter.ToInt16(source, MemoryHandler.Instance.Structures.PlayerEntity.Gathering); entry.Perception = BitConverter.ToInt16(source, MemoryHandler.Instance.Structures.PlayerEntity.Perception); #endregion break; } } catch (Exception) { } return entry; }
public void RaiseNewPlayerEntity(PlayerEntity playerEntity) { CurrentUserStats = playerEntity; // THIRD PARTY PluginHost.Instance.RaiseNewPlayerEntity(playerEntity); }
public virtual void RaiseNewPlayerEntity(PlayerEntity e) { var playerEntityEvent = new PlayerEntityEvent(this, e); var handler = NewPlayerEntity; if (handler != null) { handler(this, playerEntityEvent); } }