7.0 - Fix Combatant struct#360
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wexxlee
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Jun 29, 2024
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Gave this a workout and seems to be fine to me. Defer to you if you want to test more before merging or merge as-is and see if anything crops up later.
| [FieldOffset(0xC70)] | ||
| public byte WeaponId; | ||
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| // TODO: Verify for 7.0. Could potentially be 0xD50, 0xF30, or 0x1110 |
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Tested and this seems to be right (or at least is returning the expected data).
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The ID is in all three offsets. Needs tested for e.g. enemy combatants to
ensure that we have the correct field that only gets set for player actors.
…On Sat, Jun 29, 2024, 10:50 Wexx ***@***.***> wrote:
***@***.**** approved this pull request.
Gave this a workout and seems to be fine to me. Defer to you if you want
to test more before merging or merge as-is and see if anything crops up
later.
------------------------------
In OverlayPlugin.Core/MemoryProcessors/Combatant/CombatantMemory70.cs
<#360 (comment)>
:
> + [FieldOffset(0x1D2)]
+ public ushort MaxCP;
+
+ [FieldOffset(0x1D4)]
+ public short TransformationId;
+
+ [FieldOffset(0x1DA)]
+ public byte Job;
+
+ [FieldOffset(0x1DB)]
+ public byte Level;
+
+ [FieldOffset(0xC70)]
+ public byte WeaponId;
+
+ // TODO: Verify for 7.0. Could potentially be 0xD50, 0xF30, or 0x1110
Tested and this seems to be right (or at least is returning the expected
data).
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This needs more testing. My brain's fried, so I'm not even sure if I tested all the properties.
Also finally dropped
MonsterTypeandAggressionStatussince we haven't tracked them down in like an entire expansion.