update some command notes
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@@ -3971,8 +3971,11 @@ struct G_WriteSwitchFlag_6x05 {
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// flag state change - this can happen when a wave event script sets a switch
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// flag, for example.
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G_EntityIDHeader header;
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// TODO: Some of these might be big-endian on GC; it only byteswaps
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// switch_flag_num. Are the others actually uint16, or are they uint8[2]?
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// It seems client_id isn't used anywhere. Some switch-like objects set it
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// when sending this command, but it seems it's never read when 6x05 is
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// received (including by virtual functions called on the affected object).
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// PSO GC doesn't even bother to byteswap it, and we don't either since it's
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// unused.
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le_uint16_t client_id = 0;
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le_uint16_t unused = 0;
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le_uint16_t switch_flag_num = 0;
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@@ -6687,9 +6690,10 @@ struct G_ForceDisconnect_Ep3_6xB5x1A {
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// No arguments
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} __packed_ws__(G_ForceDisconnect_Ep3_6xB5x1A, 8);
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// 6xB3x1B / CAx1B: Set player name during setup
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// Curiously, this command can be used during a non-setup phase; the server
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// should ignore the command's contents but still send a 6xB4x1C in response.
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// 6xB3x1B / CAx1B: Set player name
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// This command is normally sent during battle setup to populate player slots,
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// but is also sent if a player disconnects during battle to switch their
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// player type from human to CPU.
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struct G_SetPlayerName_Ep3_CAx1B {
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G_CardServerDataCommandHeader header = {0xB3, sizeof(G_SetPlayerName_Ep3_CAx1B) / 4, 0, 0x1B, 0, 0, 0, 0, 0};
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+1
-1
@@ -1263,7 +1263,7 @@ static const QuestScriptOpcodeDefinition opcode_defs[] = {
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// regsA[0] = switch flag number
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// regsA[1] = floor number
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// regsA[2] = flags (see 6x05 definition in CommandFormats.hh)
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{0xEC, "sw_send", nullptr, {{REG_SET_FIXED, 3}}, F_V1_V4},
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{0xEC, "update_switch_flag", "sw_send", {{REG_SET_FIXED, 3}}, F_V1_V4},
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// Creates a BGM controller object. Use this before set_bgm.
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{0xED, "create_bgmctrl", nullptr, {}, F_V1_V4},
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