root/trunk/AE-go_GameServer/src/com/aionemu/gameserver/network/aion/serverpackets/SM_EMOTION.java

23092440
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	{
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	{
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		this(creature, emotionType, 0, 0);
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		this(creature, emotionType, 0, 0);
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	}
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	}
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	/**
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	/**
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	 * Used to open a door.
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	 * 
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	 * @param doorId
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	 */
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	public SM_EMOTION(int doorId)
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	{
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		this.senderObjectId = doorId;
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		this.emotionType = 26;
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	}
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	/**
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	 * Constructs new server packet with specified opcode
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	 * Constructs new server packet with specified opcode
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	 * 
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	 * 
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	 * @param senderObjectId
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	 * @param senderObjectId
...
...
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	}
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	}
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	/**
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	/**
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	 * Used to open a door.
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	 * 
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	 * @param doorId
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	 */
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	public SM_EMOTION(int doorId)
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	{
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		this.senderObjectId = doorId;
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		this.emotionType = 29;
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	}
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	/**
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	 * New
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	 * New
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	 *
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	 *
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	 */
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	 */
...
...
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				writeF(buf, y);
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				writeF(buf, y);
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				writeF(buf, z);
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				writeF(buf, z);
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				writeC(buf, heading);
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				writeC(buf, heading);
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				break;
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				break;				
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			case 6:
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			case 6:
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				// fly teleport (start)
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				// fly teleport (start)
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				writeH(buf, state);
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				writeH(buf, state);
...
...
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				writeH(buf, state);
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				writeH(buf, state);
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				writeF(buf, speed);
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				writeF(buf, speed);
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				break;
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				break;
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			case 8:
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			case 11:
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				// toggle flight mode
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				// toggle flight mode
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				writeH(buf, state);
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				writeH(buf, state);
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				writeF(buf, speed);
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				writeF(buf, speed);
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				break;
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				break;
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			case 9:
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			case 12:
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				// toggle land mode
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				// toggle land mode
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				writeH(buf, state);
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				writeH(buf, state);
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				writeF(buf, speed);
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				writeF(buf, speed);
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				break;
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				break;
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			case 10:
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			case 16:
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				// ??
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				writeH(buf, state);
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				writeF(buf, speed);
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			case 13:
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				// die
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				// die
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				writeH(buf, state);
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				writeH(buf, state);
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				writeF(buf, speed);
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				writeF(buf, speed);
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				writeD(buf, targetObjectId);
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				writeD(buf, targetObjectId);
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				break;
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				break;
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			case 14:
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			case 17:
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				// resurrect
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				// resurrect
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				writeH(buf, state);
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				writeH(buf, state);
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				writeF(buf, speed);
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				writeF(buf, speed);
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				break;
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				break;						
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			case 15:
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			case 19:
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				//walk ?
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				writeH(buf, state);
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				writeF(buf, speed);
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			case 16:
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				// emote
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				// emote
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				writeH(buf, state);
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				writeH(buf, state);
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				writeF(buf, speed);
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				writeF(buf, speed);
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				writeD(buf, targetObjectId);
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				writeD(buf, targetObjectId);
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				writeH(buf, emotion);
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				writeH(buf, emotion);
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				writeC(buf, 1);
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				writeC(buf, 1);
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				break;
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				break;				
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			case 17:
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			case 22:
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				// unknown
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				// toggle attack mode
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				writeH(buf, state);
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				writeH(buf, state);
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				writeF(buf, speed);
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				writeF(buf, speed);
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				break;
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				break;
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			case 19:
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			case 23:
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				// toggle attack mode (moving)
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				// toggle normal mode
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				writeH(buf, state);
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				writeH(buf, state);
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				writeF(buf, speed);
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				writeF(buf, speed);
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				break;
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				break;		
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			case 20:
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			case 24:
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				// toggle normal mode (moving)
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				writeH(buf, state);
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				writeF(buf, speed);
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				break;
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			case 21:
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				// toggle walk
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				// toggle walk
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				writeH(buf, state);
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				writeH(buf, state);
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				writeF(buf, (speed - (speed * 75f) / 100f));
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				writeF(buf, (speed - (speed * 75f) / 100f));
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				break;
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				break;
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			case 22:
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			case 25:
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				// toggle run
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				// toggle run
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				writeH(buf, state);
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				writeH(buf, state);
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				writeF(buf, speed);
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				writeF(buf, speed);
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				break;
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				break;
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			case 26:
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			case 29:
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				//toggle doors
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				// toggle doors
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				writeH(buf, 9); // unk
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				writeH(buf, 9);
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				writeD(buf, 0); // unk
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				writeD(buf, 0);
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				break;
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				break;				
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			case 28:
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			case 30:
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				// emote startloop
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				writeH(buf, state);
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				writeF(buf, speed);
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				writeH(buf, baseAttackSpeed);
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				writeH(buf, currentAttackSpeed);
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				break;								
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			case 31:
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				// private shop open
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				// private shop open
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				writeH(buf, state);
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				writeH(buf, state);
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				writeF(buf, speed);
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				writeF(buf, speed);
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				break;
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				break;
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			case 29:
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			case 32:
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				// private shop close
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				// private shop close
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				writeH(buf, state);
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				writeH(buf, state);
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				writeF(buf, speed);
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				writeF(buf, speed);
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				break;
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				break;
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			case 30:
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			case 33:
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				// emote startloop
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				// emote startloop
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				writeH(buf, state);
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				writeH(buf, state);
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				writeF(buf, speed);
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				writeF(buf, speed);
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				writeH(buf, baseAttackSpeed);
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				writeH(buf, baseAttackSpeed);
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				writeH(buf, currentAttackSpeed);
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				writeH(buf, currentAttackSpeed);
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				break;
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				break;				
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			case 31:
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			case 34:
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				// powershard on
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				// powershard on
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				writeH(buf, state);
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				writeH(buf, state);
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				writeF(buf, speed);
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				writeF(buf, speed);
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				break;
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				break;
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			case 32:
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			case 35:
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				// powershard off
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				// powershard off
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				writeH(buf, state);
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				writeH(buf, state);
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				writeF(buf, speed);
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				writeF(buf, speed);
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				break;
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				break;
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			case 33:
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			case 36:
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				// toggle attack mode
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				// toggle attack mode
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				writeH(buf, state);
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				writeH(buf, state);
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				writeF(buf, speed);
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				writeF(buf, speed);
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				break;
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				break;
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			case 34:
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			case 37:
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				// toggle normal mode
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				// toggle normal mode
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				writeH(buf, state);
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				writeH(buf, state);
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				writeF(buf, speed);
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				writeF(buf, speed);
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				break;
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				break;
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			case 35:
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			case 38:
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				// looting start
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				// looting start
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				writeH(buf, state);
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				writeH(buf, state);
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				writeF(buf, speed);
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				writeF(buf, speed);
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				writeD(buf, targetObjectId);
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				writeD(buf, targetObjectId);
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                break;
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                break;
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			case 36:
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			case 39:
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				// looting end
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				// looting end
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				writeH(buf, state);
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				writeH(buf, state);
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				writeF(buf, speed);
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				writeF(buf, speed);
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				writeD(buf, targetObjectId);
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				writeD(buf, targetObjectId);
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                break;
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                break;
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			case 37:
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			case 40:
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				// looting start (quest)
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				// looting start (quest)
325
				writeH(buf, state);
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				writeH(buf, state);
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				writeF(buf, speed);
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				writeF(buf, speed);
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				writeD(buf, targetObjectId);
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				writeD(buf, targetObjectId);
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				break;
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				break;
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			case 38:
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			case 41:
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				// looting end (quest)
324
				// looting end (quest)
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				writeH(buf, state);
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				writeH(buf, state);
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				writeF(buf, speed);
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				writeF(buf, speed);