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Identify the rest of Action/CombatDamage structs
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+17
-16
@@ -1253,21 +1253,22 @@ struct Action_Struct
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{
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/* 00 */ uint16 target; // id of target
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/* 02 */ uint16 source; // id of caster
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/* 04 */ uint16 level; // level of caster
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/* 06 */ uint16 instrument_mod;
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/* 08 */ uint32 bard_focus_id;
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/* 12 */ uint16 unknown16;
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// some kind of sequence that's the same in both actions
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// as well as the combat damage, to tie em together?
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/* 14 */ uint32 sequence;
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/* 18 */ uint32 unknown18;
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/* 22 */ uint8 type; // 231 (0xE7) for spells
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/* 23 */ uint32 unknown23;
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/* 04 */ uint16 level; // level of caster for spells, OSX dump says attack rating, guess spells use it for level
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/* 06 */ uint32 instrument_mod; // OSX dump says base damage, spells use it for bard song (different from newer clients)
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/* 10 */ float force;
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/* 14 */ float hit_heading;
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/* 18 */ float hit_pitch;
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/* 22 */ uint8 type; // 231 (0xE7) for spells, skill
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/* 23 */ uint16 unknown23; // OSX says min_damage
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/* 25 */ uint16 unknown25; // OSX says tohit
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/* 27 */ uint16 spell; // spell id being cast
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/* 29 */ uint8 unknown29;
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/* 29 */ uint8 spell_level;
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// this field seems to be some sort of success flag, if it's 4
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/* 30 */ uint8 buff_unknown; // if this is 4, a buff icon is made
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/* 31 */
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/* 30 */ uint8 effect_flag; // if this is 4, a buff icon is made
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// newer clients have some data for setting LaunchSpellData when effect_flag & 4
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// /* 31 */ uint8 spell_gem;
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// /* 32 */ uint32 inventory_slot;
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// /* 36 */ uint32 item_cast_type;
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};
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// this is what prints the You have been struck. and the regular
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@@ -1277,12 +1278,12 @@ struct CombatDamage_Struct
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{
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/* 00 */ uint16 target;
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/* 02 */ uint16 source;
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/* 04 */ uint8 type; //slashing, etc. 231 (0xE7) for spells
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/* 04 */ uint8 type; //slashing, etc. 231 (0xE7) for spells, skill
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/* 05 */ uint16 spellid;
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/* 07 */ uint32 damage;
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/* 11 */ float force;
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/* 15 */ float meleepush_xy; // see above notes in Action_Struct
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/* 19 */ float meleepush_z;
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/* 15 */ float hit_heading; // see above notes in Action_Struct
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/* 19 */ float hit_pitch;
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/* 23 */ uint32 special; // 2 = Rampage, 1 = Wild Rampage
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};
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