clear ep3 server state on 6F
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@@ -2743,13 +2743,12 @@ struct C_VerifyLicense_BB_DB {
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pstring<TextEncoding::ASCII, 0x30> game_tag; // "psopc2"
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} __packed__;
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// DC: Player menu state (Episode 3)
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// No arguments. It seems the client expects the server to respond with another
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// DC command, the contents and flag of which are ignored entirely - all it does
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// is set a global flag on the client. This could be the mechanism for waiting
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// until all players are at the counter, like how AC (quest barrier) works. I
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// haven't spent any time investigating what this actually does; newserv just
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// immediately responds to any DC from an Episode 3 client.
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// DC: Set battle in progress flag (Episode 3)
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// No arguments except header.flag when sent by the client. When header.flag is
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// 1, the game should be locked - no players should be allowed to join. In this
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// case, the client waits for the server to respond with another DC command
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// before proceeding with battle setup. When header.flag is 0, the game should
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// be unlocked, and the client does not wait for a response from the server.
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// DC: Guild card data (BB)
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