update some command notes
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@@ -4766,9 +4766,9 @@ struct G_SyncSetFlagState_6x6E_Decompressed {
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le_uint16_t event_set_flags_size = 0;
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le_uint16_t switch_flags_size = 0;
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// Variable-length fields follow here:
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// EntitySetFlags entity_set_flags; // Total size is set_flags_size
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// EntitySetFlags entity_set_flags; // Total size is entity_set_flags_size
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// le_uint16_t event_set_flags[event_set_flags_size / 2]; // Same order as in map files (NOT sorted by event_id)
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// SwitchFlags switch_flags; // 0x200 bytes on v1 abd earlier; 0x240 bytes on v2 and later
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// SwitchFlags switch_flags; // 0x200 bytes (0x10 floors) on v1 and earlier; 0x240 bytes (0x12 floors) on v2 and later
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struct EntitySetFlags {
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le_uint32_t object_set_flags_offset = 0;
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@@ -4804,7 +4804,8 @@ struct G_SetQuestFlags_BB_6x6F {
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// 6x70: Sync player disp data and inventory (used while loading into game)
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// Annoyingly, they didn't use the same format as the 65/67/68 commands here,
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// and instead rearranged a bunch of things.
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// and instead rearranged a bunch of things. This is presumably because this
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// structure also includes transient state (e.g. current HP).
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struct Telepipe {
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/* 00 */ le_uint16_t owner_client_id = 0xFFFF;
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@@ -4972,9 +4973,11 @@ struct G_DoneLoadingIntoGame_6x72 {
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G_UnusedHeader header;
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} __packed__;
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// 6x73: Unknown
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// 6x73: Exit quest
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// This command misbehaves if sent in a lobby or in a game when no quest is
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// loaded.
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struct G_Unknown_6x73 {
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struct G_ExitQuest_6x73 {
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G_UnusedHeader header;
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} __packed__;
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