Delete ItemsFlags.cs
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ItemsFlags.cs
158
ItemsFlags.cs
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using app.Properties;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Net.NetworkInformation;
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using System.Text;
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using System.Threading.Tasks;
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namespace app
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{
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public class ItemsFlags
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{
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Form1 Form1_0;
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public void SetForm1(Form1 form1_1)
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{
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Form1_0 = form1_1;
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}
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public void calculateFlags(uint flags)
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{
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Form1_0.ItemsStruc_0.identified = false;
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Form1_0.ItemsStruc_0.isSocketed = false;
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Form1_0.ItemsStruc_0.inStore = false;
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Form1_0.ItemsStruc_0.ethereal = false;
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//Form1_0.ItemsStruc_0.inpersonalstash = false;
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/*if ((0x00000001 & flags) != 0)
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{ //; IFLAG_TARGET
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Form1_0.ItemsStruc_0.inpersonalstash = true;
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}*/
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//if (0x00000002 & flags) { //IFLAG_TARGET
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//}
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//if (0x00000004 & flags) { //IFLAG_TARGETING
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//}
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//if (0x00000008 & flags) { //IFLAG_TARGET
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//}
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if ((0x00000010 & flags) != 0)
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{ //IFLAG_IDENTIFIED
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Form1_0.ItemsStruc_0.identified = true;
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}
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//if (0x00000020 & flags) { //IFLAG_QUANTITY
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//}
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//if (0x00000040 & flags) { //IFLAG_SWITCHIN
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//}
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//if (0x00000080 & flags) { //IFLAG_SWITCHOUT
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//}
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//if (0x00000100 & flags) { //IFLAG_BROKEN
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//}
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//if (0x00000200 & flags) { //IFLAG_REPAIRED
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//}
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//if (0x00000400 & flags) { //IFLAG_UNK1
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//}
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if ((0x00000800 & flags) != 0)
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{ //IFLAG_SOCKETED
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Form1_0.ItemsStruc_0.isSocketed = true;
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}
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//if (0x00001000 & flags) { //IFLAG_NOSELL
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//}
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if ((0x00002000 & flags) != 0)
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{ //IFLAG_INSTORE
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Form1_0.ItemsStruc_0.inStore = true;
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}
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//if (0x00004000 & flags) { //IFLAG_NOEQUIP
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//}
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//if (0x00008000 & flags) { //IFLAG_NAMED
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//}
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//if (0x00010000 & flags) { //IFLAG_ISEAR
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//}
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////if (0x00020000 & flags) { //IFLAG_STARTITEM
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//}
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//if (0x00080000 & flags) { //IFLAG_INIT
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//}
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if ((0x00400000 & flags) != 0)
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{ //IFLAG_ETHEREAL
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Form1_0.ItemsStruc_0.ethereal = true;
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}
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//if (0x01000000 & flags) { //IFLAG_PERSONALIZED
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//}
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//if (0x02000000 & flags) { //IFLAG_LOWQUALITY
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//}
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//if (0x04000000 & flags) { //IFLAG_RUNEWORD
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// this.runeword = true
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//}
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//if (0x08000000 & flags) { //IFLAG_ITEM
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//}
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}
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public void calculateFlagsPlayer(uint flags)
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{
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/*if ((0x00000001 & flags) != 0) //Player death = Player death
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if ((0x00000002 & flags) != 0) //Player standing outside town = Player standing outside town
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if ((0x00000004 & flags) != 0)// Player walking = Player walking
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if ((0x00000008 & flags) != 0)// Player running = Player running
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if ((0x00000010 & flags) != 0)// Player getting hit = Player getting hit
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if ((0x00000020 & flags) != 0)// Player standing in town = Player standing in town
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if ((0x00000040 & flags) != 0)// Player walking in town = Player walking in town
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if ((0x00000080 & flags) != 0)// Player attacking 1 = Player attacking 1
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if ((0x00000100 & flags) != 0)// Player attacking 2 = Player attacking 2
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if ((0x00000200 & flags) != 0)// Player blocking = Player blocking
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if ((0x00000400 & flags) != 0)// Player casting spell skill = Player casting spell skill
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if ((0x00000800 & flags) != 0)// Player throwing an item = Player throwing an item
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if ((0x00001000 & flags) != 0)// Player kicking = Player kicking
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if ((0x00002000 & flags) != 0)// Player using skill 1 = Player using skill 1
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if ((0x00004000 & flags) != 0)// Player using skill 2 = Player using skill 2
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if ((0x00008000 & flags) != 0)// Player using skill 3 = Player using skill 3
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if ((0x00010000 & flags) != 0)// Player using skill 4 = Player using skill 4
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if ((0x00020000 & flags) != 0)// Player dead = Player dead
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if ((0x00040000 & flags) != 0)// Player sequence = Player sequence
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if ((0x00080000 & flags) != 0)// Player being knocked back = Player being knocked back*/
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}
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/*NPC Mode Flags:
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0x00000001 = 0 = NPC death = NPC death
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0x00000002 = 1 = NPC standing still = NPC standing still
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0x00000004 = 2 = NPC walking = NPC walking
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0x00000008 = 3 = NPC getting hit = NPC getting hit
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0x00000010 = 4 = NPC attacking 1 = NPC attacking 1
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0x00000020 = 5 = NPC attacking 2 = NPC attacking 2
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0x00000040 = 6 = NPC blocking = NPC blocking
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0x00000080 = 7 = NPC casting spell skill = NPC casting spell skill
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0x00000100 = 8 = NPC using skill 1 = NPC using skill 1
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0x00000200 = 9 = NPC using skill 2 = NPC using skill 2
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0x00000400 = 10 = NPC using skill 3 = NPC using skill 3
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0x00000800 = 11 = NPC using skill 4 = NPC using skill 4
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0x00001000 = 12 = NPC dead = NPC dead
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0x00002000 = 13 = NPC being knocked back = NPC being knocked back
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0x00004000 = 14 = NPC sequence = NPC sequence
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0x00008000 = 15 = NPC running = NPC running*/
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/*item.getStat( 188, tab ); // lookup table
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0 Bow and Crossbow Skills
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1 Passive and Magic Skills
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2 Javelin and Spear Skills
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8 Fire Skills
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9 Lightning Skills
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10 Cold Skills
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16 Curses Skills
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17 Poison and Bone Skills
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18 Necromancer Summoning Skills
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24 Paladin Combat Skills
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25 Offensive Auras Skills
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26 Defensive Auras Skills
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32 Barbarian Combat Skills
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33 Masteries Skills
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34 Warcries Skills
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40 Druid Summoning Skills
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41 Shape Shifting Skills
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42 Elemental Skills
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48 Traps Skills
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49 Shadow Disciplines Skills
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50 Martial Arts Skills*/
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}
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}
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