#include "object/client/CGObject_C.hpp" void CGObject_C::SetBlock(uint32_t block, uint32_t value) { auto storage = reinterpret_cast(this->m_obj); storage[block] = value; } void CGObject_C::SetStorage(uint32_t* storage, uint32_t* saved) { this->m_obj = reinterpret_cast(&storage[CGObject::GetBaseOffset()]); this->m_objSaved = &saved[CGObject::GetBaseOffsetSaved()]; } void CGObject_C::SetTypeID(OBJECT_TYPE_ID typeID) { this->m_typeID = typeID; switch (typeID) { case ID_OBJECT: this->m_obj->m_type = HIER_TYPE_OBJECT; break; case ID_ITEM: this->m_obj->m_type = HIER_TYPE_ITEM; break; case ID_CONTAINER: this->m_obj->m_type = HIER_TYPE_CONTAINER; break; case ID_UNIT: this->m_obj->m_type = HIER_TYPE_UNIT; break; case ID_PLAYER: this->m_obj->m_type = HIER_TYPE_PLAYER; break; case ID_GAMEOBJECT: this->m_obj->m_type = HIER_TYPE_GAMEOBJECT; break; case ID_DYNAMICOBJECT: this->m_obj->m_type = HIER_TYPE_DYNAMICOBJECT; break; case ID_CORPSE: this->m_obj->m_type = HIER_TYPE_CORPSE; break; default: break; } }