Delete ItemsFlags.cs

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Bouletmarc 2023-04-27 23:41:30 -04:00 committed by GitHub
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using app.Properties;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Net.NetworkInformation;
using System.Text;
using System.Threading.Tasks;
namespace app
{
public class ItemsFlags
{
Form1 Form1_0;
public void SetForm1(Form1 form1_1)
{
Form1_0 = form1_1;
}
public void calculateFlags(uint flags)
{
Form1_0.ItemsStruc_0.identified = false;
Form1_0.ItemsStruc_0.isSocketed = false;
Form1_0.ItemsStruc_0.inStore = false;
Form1_0.ItemsStruc_0.ethereal = false;
//Form1_0.ItemsStruc_0.inpersonalstash = false;
/*if ((0x00000001 & flags) != 0)
{ //; IFLAG_TARGET
Form1_0.ItemsStruc_0.inpersonalstash = true;
}*/
//if (0x00000002 & flags) { //IFLAG_TARGET
//}
//if (0x00000004 & flags) { //IFLAG_TARGETING
//}
//if (0x00000008 & flags) { //IFLAG_TARGET
//}
if ((0x00000010 & flags) != 0)
{ //IFLAG_IDENTIFIED
Form1_0.ItemsStruc_0.identified = true;
}
//if (0x00000020 & flags) { //IFLAG_QUANTITY
//}
//if (0x00000040 & flags) { //IFLAG_SWITCHIN
//}
//if (0x00000080 & flags) { //IFLAG_SWITCHOUT
//}
//if (0x00000100 & flags) { //IFLAG_BROKEN
//}
//if (0x00000200 & flags) { //IFLAG_REPAIRED
//}
//if (0x00000400 & flags) { //IFLAG_UNK1
//}
if ((0x00000800 & flags) != 0)
{ //IFLAG_SOCKETED
Form1_0.ItemsStruc_0.isSocketed = true;
}
//if (0x00001000 & flags) { //IFLAG_NOSELL
//}
if ((0x00002000 & flags) != 0)
{ //IFLAG_INSTORE
Form1_0.ItemsStruc_0.inStore = true;
}
//if (0x00004000 & flags) { //IFLAG_NOEQUIP
//}
//if (0x00008000 & flags) { //IFLAG_NAMED
//}
//if (0x00010000 & flags) { //IFLAG_ISEAR
//}
////if (0x00020000 & flags) { //IFLAG_STARTITEM
//}
//if (0x00080000 & flags) { //IFLAG_INIT
//}
if ((0x00400000 & flags) != 0)
{ //IFLAG_ETHEREAL
Form1_0.ItemsStruc_0.ethereal = true;
}
//if (0x01000000 & flags) { //IFLAG_PERSONALIZED
//}
//if (0x02000000 & flags) { //IFLAG_LOWQUALITY
//}
//if (0x04000000 & flags) { //IFLAG_RUNEWORD
// this.runeword = true
//}
//if (0x08000000 & flags) { //IFLAG_ITEM
//}
}
public void calculateFlagsPlayer(uint flags)
{
/*if ((0x00000001 & flags) != 0) //Player death = Player death
if ((0x00000002 & flags) != 0) //Player standing outside town = Player standing outside town
if ((0x00000004 & flags) != 0)// Player walking = Player walking
if ((0x00000008 & flags) != 0)// Player running = Player running
if ((0x00000010 & flags) != 0)// Player getting hit = Player getting hit
if ((0x00000020 & flags) != 0)// Player standing in town = Player standing in town
if ((0x00000040 & flags) != 0)// Player walking in town = Player walking in town
if ((0x00000080 & flags) != 0)// Player attacking 1 = Player attacking 1
if ((0x00000100 & flags) != 0)// Player attacking 2 = Player attacking 2
if ((0x00000200 & flags) != 0)// Player blocking = Player blocking
if ((0x00000400 & flags) != 0)// Player casting spell skill = Player casting spell skill
if ((0x00000800 & flags) != 0)// Player throwing an item = Player throwing an item
if ((0x00001000 & flags) != 0)// Player kicking = Player kicking
if ((0x00002000 & flags) != 0)// Player using skill 1 = Player using skill 1
if ((0x00004000 & flags) != 0)// Player using skill 2 = Player using skill 2
if ((0x00008000 & flags) != 0)// Player using skill 3 = Player using skill 3
if ((0x00010000 & flags) != 0)// Player using skill 4 = Player using skill 4
if ((0x00020000 & flags) != 0)// Player dead = Player dead
if ((0x00040000 & flags) != 0)// Player sequence = Player sequence
if ((0x00080000 & flags) != 0)// Player being knocked back = Player being knocked back*/
}
/*NPC Mode Flags:
0x00000001 = 0 = NPC death = NPC death
0x00000002 = 1 = NPC standing still = NPC standing still
0x00000004 = 2 = NPC walking = NPC walking
0x00000008 = 3 = NPC getting hit = NPC getting hit
0x00000010 = 4 = NPC attacking 1 = NPC attacking 1
0x00000020 = 5 = NPC attacking 2 = NPC attacking 2
0x00000040 = 6 = NPC blocking = NPC blocking
0x00000080 = 7 = NPC casting spell skill = NPC casting spell skill
0x00000100 = 8 = NPC using skill 1 = NPC using skill 1
0x00000200 = 9 = NPC using skill 2 = NPC using skill 2
0x00000400 = 10 = NPC using skill 3 = NPC using skill 3
0x00000800 = 11 = NPC using skill 4 = NPC using skill 4
0x00001000 = 12 = NPC dead = NPC dead
0x00002000 = 13 = NPC being knocked back = NPC being knocked back
0x00004000 = 14 = NPC sequence = NPC sequence
0x00008000 = 15 = NPC running = NPC running*/
/*item.getStat( 188, tab ); // lookup table
0 Bow and Crossbow Skills
1 Passive and Magic Skills
2 Javelin and Spear Skills
8 Fire Skills
9 Lightning Skills
10 Cold Skills
16 Curses Skills
17 Poison and Bone Skills
18 Necromancer Summoning Skills
24 Paladin Combat Skills
25 Offensive Auras Skills
26 Defensive Auras Skills
32 Barbarian Combat Skills
33 Masteries Skills
34 Warcries Skills
40 Druid Summoning Skills
41 Shape Shifting Skills
42 Elemental Skills
48 Traps Skills
49 Shadow Disciplines Skills
50 Martial Arts Skills*/
}
}