implement rename team command
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+19
-18
@@ -3335,8 +3335,9 @@ struct C_SetTeamFlag_BB_0FEA {
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parray<le_uint16_t, 0x20 * 0x20> flag_data;
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} __packed__;
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// 10EA: Delete team result
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// No arguments except header.flag
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// 10EA: Delete team (C->S) and result (S->C)
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// No arguments (C->S)
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// No arguments except header.flag (S->C)
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// 11EA: Change team member privilege level
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// The format below is used only when the client sends this command; when the
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@@ -3371,16 +3372,17 @@ struct S_TeamMembershipInformation_BB_12EA {
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struct S_TeamInfoForPlayer_BB_13EA_15EA_Entry {
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// The client uses the first four of these to determine if the player is in a
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// team or not - if they are all zero, the player is not in a team.
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le_uint32_t guild_card_number = 0;
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le_uint32_t team_id = 0;
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le_uint32_t unknown_a3 = 0;
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le_uint32_t unknown_a4 = 0;
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le_uint32_t privilege_level = 0;
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pstring<TextEncoding::UTF16, 0x10> team_name;
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le_uint32_t guild_card_number2 = 0;
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le_uint32_t lobby_client_id = 0;
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pstring<TextEncoding::UTF16, 0x10> player_name;
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parray<le_uint16_t, 0x20 * 0x20> flag_data;
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/* 0000 */ le_uint32_t guild_card_number = 0;
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/* 0004 */ le_uint32_t team_id = 0;
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/* 0008 */ le_uint32_t unknown_a3 = 0;
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/* 000C */ le_uint32_t unknown_a4 = 0;
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/* 0010 */ le_uint32_t privilege_level = 0;
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/* 0014 */ pstring<TextEncoding::UTF16, 0x10> team_name;
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/* 0034 */ le_uint32_t guild_card_number2 = 0;
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/* 0038 */ le_uint32_t lobby_client_id = 0;
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/* 003C */ pstring<TextEncoding::UTF16, 0x10> player_name;
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/* 005C */ parray<le_uint16_t, 0x20 * 0x20> flag_data;
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/* 085C */
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} __packed__;
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// 14EA (C->S): Get team info for lobby players
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@@ -3455,16 +3457,15 @@ struct S_CrossTeamRanking_BB_1CEA {
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// 1DEA (S->C): Update team rewards bitmask
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// header.flag specifies the new rewards bitmask.
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// 1EEA (C->S): Unknown
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// 1EEA (C->S): Rename team
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// header.flag is used, but it's unknown what the value means.
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struct C_Unknown_BB_1EEA {
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pstring<TextEncoding::UTF16, 0x10> unknown_a1;
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struct C_RenameTeam_BB_1EEA {
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pstring<TextEncoding::UTF16, 0x10> new_team_name;
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} __packed__;
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// 1FEA (S->C): Action result
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// This command behaves exactly like 02EA. This command is presumably the
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// response to whatever 1EEA does.
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// 1FEA (S->C): Rename team result
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// This command behaves like 02EA, but is sent in response to 1EEA instead.
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// 20EA: Unknown
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// header.flag is used, but no other arguments. When sent by the server,
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