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Add IPlayerState service
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25 changed files with 1043 additions and 112 deletions
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@ -109,11 +109,13 @@ public interface IClientState
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/// <summary>
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/// Gets the local player character, if one is present.
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/// </summary>
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[Obsolete($"Use {nameof(IPlayerState)} or {nameof(IObjectTable)}.{nameof(IObjectTable.LocalPlayer)} if you need to.")]
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public IPlayerCharacter? LocalPlayer { get; }
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/// <summary>
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/// Gets the content ID of the local character.
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/// </summary>
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[Obsolete($"Use {nameof(IPlayerState)}.{nameof(IPlayerState.ContentId)}")]
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public ulong LocalContentId { get; }
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/// <summary>
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@ -1,5 +1,6 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using Dalamud.Game.ClientState.Objects.SubKinds;
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using Dalamud.Game.ClientState.Objects.Types;
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namespace Dalamud.Plugin.Services;
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@ -19,6 +20,11 @@ public interface IObjectTable : IEnumerable<IGameObject>
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/// </summary>
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public int Length { get; }
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/// <summary>
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/// Gets the local player character, if one is present.
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/// </summary>
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public IPlayerCharacter? LocalPlayer { get; }
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/// <summary>
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/// Gets an enumerator for accessing player objects. This will only contain BattleChara objects.
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/// Does not contain any mounts, minions, or accessories.
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212
Dalamud/Plugin/Services/IPlayerState.cs
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212
Dalamud/Plugin/Services/IPlayerState.cs
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@ -0,0 +1,212 @@
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using Dalamud.Game.PlayerState;
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using Lumina.Excel;
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using Lumina.Excel.Sheets;
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namespace Dalamud.Plugin.Services;
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#pragma warning disable SA1400 // Access modifier should be declared: Interface members are public by default
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/// <summary>
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/// Interface for determining unlock state of various content in the game.
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/// </summary>
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public interface IPlayerState
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{
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/// <summary>
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/// Gets a value indicating whether the local character is loaded.
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/// </summary>
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/// <remarks>
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/// The actual GameObject will not immediately exist when this changes to true.
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/// </remarks>
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bool IsLoaded { get; }
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/// <summary>
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/// Gets the name of the local character.
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/// </summary>
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string CharacterName { get; }
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/// <summary>
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/// Gets the entity ID of the local character.
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/// </summary>
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uint EntityId { get; }
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/// <summary>
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/// Gets the content ID of the local character.
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/// </summary>
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ulong ContentId { get; }
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/// <summary>
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/// Gets the World row for the local character's current world.
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/// </summary>
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RowRef<World> CurrentWorld { get; }
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/// <summary>
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/// Gets the World row for the local character's home world.
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/// </summary>
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RowRef<World> HomeWorld { get; }
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/// <summary>
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/// Gets the sex of the local character.
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/// </summary>
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Sex Sex { get; }
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/// <summary>
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/// Gets the Race row for the local character.
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/// </summary>
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RowRef<Race> Race { get; }
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/// <summary>
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/// Gets the Tribe row for the local character.
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/// </summary>
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RowRef<Tribe> Tribe { get; }
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/// <summary>
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/// Gets the ClassJob row for the local character's current class/job.
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/// </summary>
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RowRef<ClassJob> ClassJob { get; }
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/// <summary>
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/// Gets the current class/job's level of the local character.
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/// </summary>
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short Level { get; }
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/// <summary>
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/// Gets a value indicating whether the local character's level is synced.
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/// </summary>
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bool IsLevelSynced { get; }
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/// <summary>
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/// Gets the effective level of the local character.
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/// </summary>
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short EffectiveLevel { get; }
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/// <summary>
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/// Gets the GuardianDeity row for the local character.
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/// </summary>
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RowRef<GuardianDeity> GuardianDeity { get; }
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/// <summary>
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/// Gets the birth month of the local character.
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/// </summary>
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byte BirthMonth { get; }
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/// <summary>
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/// Gets the birth day of the local character.
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/// </summary>
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byte BirthDay { get; }
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/// <summary>
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/// Gets the ClassJob row for the local character's starting class.
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/// </summary>
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RowRef<ClassJob> FirstClass { get; }
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/// <summary>
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/// Gets the Town row for the local character's starting town.
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/// </summary>
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RowRef<Town> StartTown { get; }
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/// <summary>
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/// Gets the base strength of the local character.
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/// </summary>
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int BaseStrength { get; }
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/// <summary>
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/// Gets the base dexterity of the local character.
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/// </summary>
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int BaseDexterity { get; }
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/// <summary>
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/// Gets the base vitality of the local character.
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/// </summary>
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int BaseVitality { get; }
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/// <summary>
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/// Gets the base intelligence of the local character.
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/// </summary>
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int BaseIntelligence { get; }
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/// <summary>
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/// Gets the base mind of the local character.
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/// </summary>
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int BaseMind { get; }
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/// <summary>
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/// Gets the piety mind of the local character.
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/// </summary>
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int BasePiety { get; }
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/// <summary>
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/// Gets the GrandCompany row for the local character's current Grand Company affiliation.
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/// </summary>
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RowRef<GrandCompany> GrandCompany { get; }
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/// <summary>
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/// Gets the Aetheryte row for the local character's home aetheryte.
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/// </summary>
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RowRef<Aetheryte> HomeAetheryte { get; }
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/// <summary>
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/// Gets a span of Aetheryte rows for the local character's favourite aetherytes.
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/// </summary>
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ReadOnlySpan<RowRef<Aetheryte>> FavouriteAetherytes { get; }
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/// <summary>
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/// Gets the Aetheryte row for the local character's free aetheryte.
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/// </summary>
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RowRef<Aetheryte> FreeAetheryte { get; }
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/// <summary>
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/// Gets the amount of received player commendations of the local character.
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/// </summary>
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uint BaseRestedExperience { get; }
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/// <summary>
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/// Gets the amount of received player commendations of the local character.
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/// </summary>
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short PlayerCommendations { get; }
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/// <summary>
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/// Gets the Carrier Level of Delivery Moogle Quests of the local character.
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/// </summary>
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byte DeliveryLevel { get; }
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/// <summary>
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/// Gets the mentor version of the local character.
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/// </summary>
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MentorVersion MentorVersion { get; }
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/// <summary>
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/// Gets the value of an attribute of the local character.
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/// </summary>
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/// <param name="attribute">The attribute to check.</param>
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/// <returns>The value of the specific attribute.</returns>
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int GetAttribute(PlayerAttribute attribute);
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/// <summary>
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/// Gets the Grand Company rank of the local character.
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/// </summary>
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/// <param name="grandCompany">The Grand Company to check.</param>
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/// <returns>The Grand Company rank of the local character.</returns>
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byte GetGrandCompanyRank(GrandCompany grandCompany);
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/// <summary>
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/// Gets the level of the local character's class/job.
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/// </summary>
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/// <param name="classJob">The ClassJob row to check.</param>
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/// <returns>The level of the requested class/job.</returns>
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short GetClassJobLevel(ClassJob classJob);
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/// <summary>
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/// Gets the experience of the local character's class/job.
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/// </summary>
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/// <param name="classJob">The ClassJob row to check.</param>
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/// <returns>The experience of the requested class/job.</returns>
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int GetClassJobExperience(ClassJob classJob);
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/// <summary>
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/// Gets the desynthesis level of the local character's crafter job.
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/// </summary>
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/// <param name="classJob">The ClassJob row to check.</param>
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/// <returns>The desynthesis level of the requested crafter job.</returns>
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float GetDesynthesisLevel(ClassJob classJob);
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}
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