more details on player_flags
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+11
-17
@@ -3782,13 +3782,14 @@ struct G_UpdateObjectState_6x0B {
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} __packed_ws__(G_UpdateObjectState_6x0B, 0x0C);
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// 6x0C: Add status effect (poison/slow/etc.) (protected on V3/V4)
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// 6x0D: Remove status effect (protected on V3/V4)
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struct G_AddStatusEffect_6x0C {
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struct G_AddOrRemoveStatusEffect_6x0C_6x0D {
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G_ClientIDHeader header;
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// Each status effect has an assigned slot; there are 5 slots and each slot may only hold one effect at a time. (The
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// last slot, slot 4, is unused.) If a new status effect is added to a slot that already contains one, the existing
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// status effect is replaced. Non-technique status effects have fixed or indefinite durations; technique-based
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// effects have durations based on the technique's level.
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// last slot, slot 4, may be used by certain boss effects; this is unconfirmed.) If a new status effect is added to a
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// slot that already contains one, the existing status effect is replaced. Non-technique status effects have fixed or
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// indefinite durations; technique-based effects have durations based on the technique's level.
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// Values for effect_type:
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// 02 = Freeze (slot 1; 5 seconds)
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// 03 = Shock (slot 1; 10 seconds)
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@@ -3803,16 +3804,8 @@ struct G_AddStatusEffect_6x0C {
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// 12 = Confuse (slot 1; 10 seconds)
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// Anything else = command is ignored
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le_uint32_t effect_type = 0;
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le_float amount = 0; // Only used for Shifta/Deband/Jellen/Zalure
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} __packed_ws__(G_AddStatusEffect_6x0C, 0x0C);
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// 6x0D: Clear status effect slot (protected on V3/V4)
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struct G_RemoveStatusEffect_6x0D {
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G_ClientIDHeader header;
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le_uint32_t slot = 0; // See 6x0C description for slot values
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le_uint32_t unused = 0;
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} __packed_ws__(G_RemoveStatusEffect_6x0D, 0x0C);
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le_float amount = 0; // Only used in 6x0C for Shifta/Deband/Jellen/Zalure; unused in 6x0D
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} __packed_ws__(G_AddOrRemoveStatusEffect_6x0C_6x0D, 0x0C);
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// 6x0E: Clear all negative status effects (protected on V3/V4)
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// It seems that the client never sends this command.
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@@ -5452,9 +5445,10 @@ struct G_SetAnimationState_6xAE {
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G_ClientIDHeader header;
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le_uint16_t animation_number = 0;
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le_uint16_t unused = 0;
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// This field contains the flags field on the sender's TObjPlayer object. If the bit 04000000 is set in this field,
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// then (flags & 1C000000) is or'ed into the TObjPlayer's flags field. All other bits are ignored.
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le_uint32_t flags = 0;
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// This field contains the player_flags field on the sender's TObjPlayer object. If the bit 04000000 is set in this
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// field, then (flags & 1C000000) is or'ed into the TObjPlayer's player_flags field on the receiver's end; all other
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// bits are ignored. (For the meanings of these bits, see Parsed6x70Data::convert_player_flags.)
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le_uint32_t player_flags = 0;
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le_float animation_timer = 0;
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} __packed_ws__(G_SetAnimationState_6xAE, 0x10);
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