clean up handler tables
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@@ -1992,7 +1992,7 @@ struct S_ConfirmTournamentEntry_GC_Ep3_CC {
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// D0 (C->S): Start trade sequence (V3/BB)
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// The trade window sequence is a bit complicated. The normal flow is:
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// - Clients sync trade state with 60xA6 commands (technically 62xA6)
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// - Clients sync trade state with 6xA6 commands
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// - When both have confirmed, one client (the initiator) sends a D0
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// - Server sends a D1 to the non-initiator
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// - Non-initiator sends a D0
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@@ -2009,6 +2009,8 @@ struct S_ConfirmTournamentEntry_GC_Ep3_CC {
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// At any point if an error occurs, either client may send a D4 00, which
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// cancels the entire sequence. The server should then send D4 00 to both
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// clients.
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// TODO: The server should presumably also send a D4 00 if either client
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// disconnects during the sequence.
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struct SC_TradeItems_D0_D3 { // D0 when sent by client, D3 when sent by server
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le_uint16_t target_client_id;
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@@ -2230,8 +2232,8 @@ struct S_Unknown_GC_Ep3_E1 {
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// header.flag = 00 => request tournament list (server responds with E0)
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// header.flag = 01 => check tournament
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// header.flag = 02 => cancel tournament entry
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// header.flag = 03 => create tournament spectator team
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// header.flag = 04 => join tournament spectator team
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// header.flag = 03 => create tournament spectator team (get battle list)
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// header.flag = 04 => join tournament spectator team (get team list)
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// E2 (S->C): Tournament entry list (Episode 3)
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// Client may send 09 commands if the player presses X. It's not clear what the
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