reformat more files
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+17
-22
@@ -10,13 +10,11 @@
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class ItemParameterTable;
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enum class EquipSlot {
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// When equipping items through the Item Pack pause menu, the client sends
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// UNKNOWN for the slot. The receiving client (and server, in our case) have
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// to analyze the item being equipped and put it in the appropriate slot in
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// this case. See ItemData::default_equip_slot() for this computation.
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// When equipping items through the Item Pack pause menu, the client sends UNKNOWN for the slot. The receiving client
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// (and server, in our case) have to analyze the item being equipped and put it in the appropriate slot in this case.
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// See ItemData::default_equip_slot() for this computation.
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UNKNOWN = 0x00,
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// When equipping items through the quick menu or Equip pause menu, the client
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// sends one of the slots below.
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// When equipping items through the quick menu or Equip pause menu, the client sends one of the slots below.
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MAG = 0x01,
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ARMOR = 0x02,
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SHIELD = 0x03,
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@@ -80,15 +78,15 @@ struct ItemData {
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};
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// QUICK ITEM FORMAT REFERENCE
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// data1/0 data1/4 data1/8 data2
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// Weapon: 00ZZZZGG SSNNAABB AABBAABB 00000000
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// Armor: 0101ZZ00 FFTTDDDD EEEEXXXX 00000000
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// Shield: 0102ZZ00 FFTTDDDD EEEEXXXX 00000000
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// Unit: 0103ZZ00 FF00RRRR 0000XXXX 00000000
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// Mag: 02ZZLLWW HHHHIIII JJJJKKKK YYQQPPVV
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// Tool: 03ZZZZUU 00CC0000 0000XXXX 00000000
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// Tech disk: 0302&&UU %%CC0000 0000XXXX 00000000
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// Meseta: 04000000 00000000 00000000 MMMMMMMM
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// data1/0 data1/4 data1/8 data2
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// Weapon: 00ZZZZGG SSNNAABB AABBAABB 00000000
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// Armor: 0101ZZ00 FFTTDDDD EEEEXXXX 00000000
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// Shield: 0102ZZ00 FFTTDDDD EEEEXXXX 00000000
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// Unit: 0103ZZ00 FF00RRRR 0000XXXX 00000000
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// Mag: 02ZZLLWW HHHHIIII JJJJKKKK YYQQPPVV
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// Tool: 03ZZZZUU 00CC0000 0000XXXX 00000000
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// Tech disk: 0302&&UU %%CC0000 0000XXXX 00000000
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// Meseta: 04000000 00000000 00000000 MMMMMMMM
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// A = attribute type (for S-ranks, custom name; last pair is kill count for some weapons)
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// B = attribute amount (for S-ranks, custom name; last pair is kill count for some weapons)
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// C = stack size (for tools)
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@@ -116,13 +114,10 @@ struct ItemData {
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// Z = item ID
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// & = technique level
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// % = technique number
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// Note: PSO GC erroneously byteswaps data2 even when the item is a mag. This
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// makes it incompatible with little-endian versions of PSO (i.e. all other
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// versions). We manually byteswap data2 upon receipt and immediately before
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// sending where needed.
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// Related note: PSO V2 has an annoyingly complicated format for mags that
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// doesn't match the above table. We decode this upon receipt and encode it
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// immediately before sending when interacting with V2 clients; see the
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// Note: PSO GC byteswaps data2 even when the item is a mag. This makes it incompatible with little-endian versions
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// of PSO (i.e. all other versions). We manually byteswap data2 upon receipt and before sending where needed.
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// Related note: PSO V2 has an annoyingly complicated format for mags that doesn't match the above table. We decode
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// this upon receipt and encode it immediately before sending when interacting with V2 clients; see the
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// implementation of decode_for_version() for details.
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union {
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