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