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Add DrawDataContainer.LoadGearsetData (#1277)
* Add DrawDataContainer.LoadGearsetData Co-authored-by: Cordelia <[email protected]> * Add RaptureGearsetModule.EquipGearsetInternal Co-authored-by: Cordelia <[email protected]> * Fix namespace --------- Co-authored-by: Cordelia <[email protected]>
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FFXIVClientStructs/FFXIV/Client/Game/Network/PacketPlayerGearsetData.cs
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using FFXIVClientStructs.FFXIV.Client.Game.Character; | ||
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namespace FFXIVClientStructs.FFXIV.Client.Game.Network; | ||
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[GenerateInterop] | ||
[StructLayout(LayoutKind.Explicit, Size = 0x46)] | ||
public partial struct PacketPlayerGearsetData { | ||
// Stores the weapon data. Includes both dyes in the data. </summary> | ||
[FieldOffset(0x00)] public WeaponModelId MainhandWeaponData; | ||
[FieldOffset(0x08)] public WeaponModelId OffhandWeaponData; | ||
[FieldOffset(0x10)] public byte CrestBitField; // A Bitfield:: ShieldCrest == 1, HeadCrest == 2, Chest Crest == 4 | ||
[FieldOffset(0x11)] public byte JobId; // Job ID associated with the gearset change. | ||
[FieldOffset(0x12)] private byte Unk12; // Flicks from 0 to 128 (anywhere inbetween), have yet to associate what it is linked to. Remains the same when flicking between gearsets of the same job. | ||
[FieldOffset(0x13)] private byte Unk13; // I have never seen this be anything other than 0. | ||
[FieldOffset(0x14), FixedSizeArray] internal FixedSizeArray10<LegacyEquipmentModelId> _equipmentModelIds; | ||
[FieldOffset(0x3C), FixedSizeArray] internal FixedSizeArray10<byte> _equipmentSecondaryDyes; | ||
} |
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