// -------------------------------------------------------------------------------------------------------------------- // // Defines the Positions types that we need to track. // // -------------------------------------------------------------------------------------------------------------------- namespace ACE.Entity.Enum.Properties { /// /// The enumerations for the different positions we want to track. This code provided by Ripley via pastebin /// public enum PositionType : ushort { // S_CONSTANT: Type: 0x108E, Value: 11, CRASH_AND_TURN_POSITION // S_CONSTANT: Type: 0x108E, Value: 17, SAVE_1_POSITION // S_CONSTANT: Type: 0x108E, Value: 14, LAST_OUTSIDE_DEATH_POSITION // S_CONSTANT: Type: 0x108E, Value: 10, PORTAL_STORM_POSITION // S_CONSTANT: Type: 0x108E, Value: 18, SAVE_2_POSITION // S_CONSTANT: Type: 0x108E, Value: 19, SAVE_3_POSITION // S_CONSTANT: Type: 0x108E, Value: 20, SAVE_4_POSITION // S_CONSTANT: Type: 0x108E, Value: 1, LOCATION_POSITION // S_CONSTANT: Type: 0x108E, Value: 13, HOUSE_BOOT_POSITION // S_CONSTANT: Type: 0x108E, Value: 21, SAVE_5_POSITION // S_CONSTANT: Type: 0x108E, Value: 3, INSTANTIATION_POSITION // S_CONSTANT: Type: 0x108E, Value: 9, LAST_PORTAL_POSITION // S_CONSTANT: Type: 0x108E, Value: 16, LINKED_PORTAL_TWO_POSITION // S_CONSTANT: Type: 0x108E, Value: 2, DESTINATION_POSITION // S_CONSTANT: Type: 0x108E, Value: 22, SAVE_6_POSITION // S_CONSTANT: Type: 0x108E, Value: 7, TARGET_POSITION // S_CONSTANT: Type: 0x108E, Value: 23, SAVE_7_POSITION // S_CONSTANT: Type: 0x108E, Value: 26, RELATIVE_DESTINATION_POSITION // S_CONSTANT: Type: 0x108E, Value: 24, SAVE_8_POSITION // S_CONSTANT: Type: 0x108E, Value: 25, SAVE_9_POSITION // S_CONSTANT: Type: 0x108E, Value: 0, UNDEF_POSITION // S_CONSTANT: Type: 0x108E, Value: 15, LINKED_LIFESTONE_POSITION // S_CONSTANT: Type: 0x108E, Value: 27, TELEPORTED_CHARACTER_POSITION // S_CONSTANT: Type: 0x108E, Value: 12, PORTAL_SUMMON_LOC_POSITION // S_CONSTANT: Type: 0x108E, Value: 6, ACTIVATION_MOVE_POSITION // S_CONSTANT: Type: 0x108E, Value: 4, SANCTUARY_POSITION // S_CONSTANT: Type: 0x108E, Value: 5, HOME_POSITION // S_CONSTANT: Type: 0x108E, Value: 8, LINKED_PORTAL_ONE_POSITION /// /// I got nothing for you. /// Undef = 0, /// /// Current Position /// Location = 1, /// /// May be used to store where we are headed when we teleport (?) /// Destination = 2, /// /// Where will we pop into the world (?) /// Instantiation = 3, /// /// Last Lifestone Used? (@ls)? | @home | @save | @recall /// Sanctuary = 4, /// /// This is the home, starting, or base position of an object. /// It's usually the position the object first spawned in at. /// [Ephemeral] Home = 5, /// /// The need to research /// ActivationMove = 6, /// /// The the position of target. /// Target = 7, /// /// Primary Portal Recall | Summon Primary Portal | Primary Portal Tie /// LinkedPortalOne = 8, /// /// Portal Recall (Last Used Portal that can be recalled to) /// LastPortal = 9, /// /// The portal storm - need research - maybe where you were portaled from or to - to does not seem likely to me. /// PortalStorm = 10, /// /// The crash and turn - I can't wait to find out. /// CrashAndTurn = 11, /// /// We are tracking what the portal ties are - could this be the physical location of the portal you summoned? More research needed. /// PortalSummonLoc = 12, /// /// That little spot you get sent to just outside the barrier when the slum lord evicts you (??) /// HouseBoot = 13, /// /// The last outside death. --- boy would I love to extend this to cover deaths in dungeons as well. /// LastOutsideDeath = 14, // Location of Corpse /// /// The linked lifestone - Lifestone Recall | Lifestone Tie /// LinkedLifestone = 15, /// /// Secondary Portal Recall | Summon Secondary Portal | Secondary Portal Tie /// LinkedPortalTwo = 16, /// /// Admin Quick Recall Positions /// Save1 = 17, // @save 1 | @home 1 | @recall 1 /// /// Admin Quick Recall Positions /// Save2 = 18, // @save 2 | @home 2 | @recall 2 /// /// Admin Quick Recall Positions /// Save3 = 19, // @save 3 | @home 3 | @recall 3 /// /// Admin Quick Recall Positions /// Save4 = 20, // @save 4 | @home 4 | @recall 4 /// /// Admin Quick Recall Positions /// Save5 = 21, // @save 5 | @home 5 | @recall 5 /// /// Admin Quick Recall Positions /// Save6 = 22, // @save 6 | @home 6 | @recall 6 /// /// Admin Quick Recall Positions /// Save7 = 23, // @save 7 | @home 7 | @recall 7 /// /// Admin Quick Recall Positions /// Save8 = 24, // @save 8 | @home 8 | @recall 8 /// /// Admin Quick Recall Positions /// Save9 = 25, // @save 9 | @home 9 | @recall 9 /// /// Position data is relative to Location /// RelativeDestination = 26, /// /// Admin - Position to return player to when using @telereturn which is where a character was at time of admin using @teletome /// TeleportedCharacter = 27, PCAPRecordedLocation = 8040 } }