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Identify the rest of Action/CombatDamage structs
This commit is contained in:
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29f89cdfbc
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06d22fa009
@ -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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@ -163,22 +163,23 @@ namespace RoF
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OUT(level);
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eq->unknown06 = 0;
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eq->instrument_mod = 1.0f + (emu->instrument_mod - 10) / 10.0f;
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eq->bard_focus_id = emu->bard_focus_id;
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eq->knockback_angle = emu->sequence;
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eq->unknown22 = 0;
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OUT(force);
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OUT(hit_heading);
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OUT(hit_pitch);
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OUT(type);
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eq->damage = 0;
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eq->unknown31 = 0;
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OUT(spell);
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eq->level2 = eq->level;
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eq->effect_flag = emu->buff_unknown;
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eq->unknown39 = 14;
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eq->unknown43 = 0;
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eq->unknown44 = 17;
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eq->unknown45 = 0;
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eq->unknown46 = -1;
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eq->unknown50 = 0;
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eq->unknown54 = 0;
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OUT(spell_level);
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OUT(effect_flag);
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eq->spell_gem = 0;
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eq->slot.Type = INVALID_INDEX;
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eq->slot.Unknown02 = 0;
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eq->slot.Slot = INVALID_INDEX;
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eq->slot.SubIndex = INVALID_INDEX;
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eq->slot.AugIndex = INVALID_INDEX;
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eq->slot.Unknown01 = 0;
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eq->item_cast_type = 0;
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FINISH_ENCODE();
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}
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@ -659,8 +660,8 @@ namespace RoF
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OUT(spellid);
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OUT(damage);
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OUT(force);
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OUT(meleepush_xy);
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OUT(meleepush_z);
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OUT(hit_heading);
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OUT(hit_pitch);
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OUT(special);
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FINISH_ENCODE();
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@ -4466,7 +4467,7 @@ namespace RoF
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IN(type);
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IN(spellid);
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IN(damage);
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IN(meleepush_xy);
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IN(hit_heading);
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FINISH_DIRECT_DECODE();
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}
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@ -232,22 +232,23 @@ namespace RoF2
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OUT(level);
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eq->unknown06 = 0;
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eq->instrument_mod = 1.0f + (emu->instrument_mod - 10) / 10.0f;
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eq->bard_focus_id = emu->bard_focus_id;
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eq->knockback_angle = emu->sequence;
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eq->unknown22 = 0;
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OUT(force);
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OUT(hit_heading);
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OUT(hit_pitch);
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OUT(type);
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eq->damage = 0;
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eq->unknown31 = 0;
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OUT(spell);
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eq->level2 = eq->level;
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eq->effect_flag = emu->buff_unknown;
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eq->unknown39 = 14;
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eq->unknown43 = 0;
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eq->unknown44 = 17;
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eq->unknown45 = 0;
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eq->unknown46 = -1;
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eq->unknown50 = 0;
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eq->unknown54 = 0;
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OUT(spell_level);
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OUT(effect_flag);
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eq->spell_gem = 0;
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eq->slot.Type = INVALID_INDEX;
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eq->slot.Unknown02 = 0;
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eq->slot.Slot = INVALID_INDEX;
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eq->slot.SubIndex = INVALID_INDEX;
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eq->slot.AugIndex = INVALID_INDEX;
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eq->slot.Unknown01 = 0;
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eq->item_cast_type = 0;
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FINISH_ENCODE();
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}
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@ -727,8 +728,8 @@ namespace RoF2
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OUT(spellid);
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OUT(damage);
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OUT(force);
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OUT(meleepush_xy);
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OUT(meleepush_z);
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OUT(hit_heading);
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OUT(hit_pitch);
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OUT(special);
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FINISH_ENCODE();
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@ -4706,7 +4707,7 @@ namespace RoF2
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IN(type);
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IN(spellid);
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IN(damage);
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IN(meleepush_xy);
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IN(hit_heading);
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FINISH_DIRECT_DECODE();
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}
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@ -1462,17 +1462,17 @@ 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 - Seen 0
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/*06*/ uint32 unknown06;
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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 unknown06; // OSX dump says base_damage, was used for bard mod too, this is 0'd :(
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/*10*/ float instrument_mod;
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/*14*/ uint32 bard_focus_id; // seen 0
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/*18*/ float knockback_angle; //seems to go from 0-512 then it rolls over again
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/*22*/ uint32 unknown22;
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/*26*/ uint8 type;
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/*27*/ uint32 damage;
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/*31*/ uint16 unknown31;
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/*14*/ float force;
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/*18*/ float hit_heading;
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/*22*/ float hit_pitch;
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/*26*/ uint8 type; // 231 (0xE7) for spells, skill
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/*27*/ uint32 damage; // OSX says min_damage
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/*31*/ uint16 unknown31; // OSX says tohit
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/*33*/ uint32 spell; // spell id being cast
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/*37*/ uint8 level2; // level of caster again? Or maybe the castee
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/*37*/ uint8 spell_level; // level of caster again? Or maybe the castee
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/*38*/ uint8 effect_flag; // if this is 4, the effect is valid: or if two are sent at the same time?
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/*39*/
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};
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@ -1484,25 +1484,21 @@ struct ActionAlt_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 - Seen 0
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/*06*/ uint32 unknown06;
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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 unknown06; // OSX dump says base_damage, was used for bard mod too, this is 0'd :(
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/*10*/ float instrument_mod;
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/*14*/ uint32 bard_focus_id; // seen 0
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/*18*/ float knockback_angle; //seems to go from 0-512 then it rolls over again
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/*22*/ uint32 unknown22;
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/*26*/ uint8 type;
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/*27*/ uint32 damage;
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/*31*/ uint16 unknown31;
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/*14*/ float force;
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/*18*/ float hit_heading;
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/*22*/ float hit_pitch;
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/*26*/ uint8 type; // 231 (0xE7) for spells, skill
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/*27*/ uint32 damage; // OSX says min_damage
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/*31*/ uint16 unknown31; // OSX says tohit
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/*33*/ uint32 spell; // spell id being cast
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/*37*/ uint8 level2; // level of caster again? Or maybe the castee
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/*37*/ uint8 spell_level; // level of caster again? Or maybe the castee
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/*38*/ uint8 effect_flag; // if this is 4, the effect is valid: or if two are sent at the same time?
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/*39*/ uint32 unknown39; // New field to Underfoot - Seen 14
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/*43*/ uint8 unknown43; // New field to Underfoot - Seen 0
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/*44*/ uint8 unknown44; // New field to Underfoot - Seen 17
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/*45*/ uint8 unknown45; // New field to Underfoot - Seen 0
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/*46*/ int32 unknown46; // New field to Underfoot - Seen -1
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/*50*/ uint32 unknown50; // New field to Underfoot - Seen 0
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/*54*/ uint16 unknown54; // New field to Underfoot - Seen 0
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/*39*/ uint8 spell_gem;
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/*40*/ InventorySlot_Struct slot;
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/*52*/ uint32 item_cast_type; // ItemSpellTypes enum from MQ2
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/*56*/
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};
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@ -1517,9 +1513,9 @@ struct CombatDamage_Struct
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/* 05 */ uint32 spellid;
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/* 09 */ int32 damage;
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/* 13 */ float force; // cd cc cc 3d
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/* 17 */ float meleepush_xy; // see above notes in Action_Struct
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/* 21 */ float meleepush_z;
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/* 25 */ uint8 unknown25; // was [9]
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/* 17 */ float hit_heading; // see above notes in Action_Struct
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/* 21 */ float hit_pitch;
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/* 25 */ uint8 secondary; // 0 for primary hand, 1 for secondary
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/* 26 */ uint32 special; // 2 = Rampage, 1 = Wild Rampage
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/* 30 */
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};
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@ -1450,17 +1450,17 @@ 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 - Seen 0
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/*06*/ uint32 unknown06;
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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 unknown06; // OSX dump says base_damage, was used for bard mod too, this is 0'd :(
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/*10*/ float instrument_mod;
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/*14*/ uint32 bard_focus_id; // seen 0
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/*18*/ float knockback_angle; //seems to go from 0-512 then it rolls over again
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/*22*/ uint32 unknown22;
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/*26*/ uint8 type;
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/*27*/ uint32 damage;
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/*31*/ uint16 unknown31;
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/*14*/ float force;
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/*18*/ float hit_heading;
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/*22*/ float hit_pitch;
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/*26*/ uint8 type; // 231 (0xE7) for spells, skill
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/*27*/ uint32 damage; // OSX says min_damage
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/*31*/ uint16 unknown31; // OSX says tohit
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/*33*/ uint32 spell; // spell id being cast
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/*37*/ uint8 level2; // level of caster again? Or maybe the castee
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/*37*/ uint8 spell_level; // level of caster again? Or maybe the castee
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/*38*/ uint8 effect_flag; // if this is 4, the effect is valid: or if two are sent at the same time?
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/*39*/
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};
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@ -1472,25 +1472,21 @@ struct ActionAlt_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 - Seen 0
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/*06*/ uint32 unknown06;
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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 unknown06; // OSX dump says base_damage, was used for bard mod too, this is 0'd :(
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/*10*/ float instrument_mod;
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/*14*/ uint32 bard_focus_id; // seen 0
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/*18*/ float knockback_angle; //seems to go from 0-512 then it rolls over again
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/*22*/ uint32 unknown22;
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/*26*/ uint8 type;
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/*27*/ uint32 damage;
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/*31*/ uint16 unknown31;
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/*14*/ float force;
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/*18*/ float hit_heading;
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/*22*/ float hit_pitch;
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/*26*/ uint8 type; // 231 (0xE7) for spells, skill
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/*27*/ uint32 damage; // OSX says min_damage
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/*31*/ uint16 unknown31; // OSX says tohit
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/*33*/ uint32 spell; // spell id being cast
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/*37*/ uint8 level2; // level of caster again? Or maybe the castee
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/*37*/ uint8 spell_level; // level of caster again? Or maybe the castee
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/*38*/ uint8 effect_flag; // if this is 4, the effect is valid: or if two are sent at the same time?
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/*39*/ uint32 unknown39; // New field to Underfoot - Seen 14
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/*43*/ uint8 unknown43; // New field to Underfoot - Seen 0
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/*44*/ uint8 unknown44; // New field to Underfoot - Seen 17
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/*45*/ uint8 unknown45; // New field to Underfoot - Seen 0
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/*46*/ int32 unknown46; // New field to Underfoot - Seen -1
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/*50*/ uint32 unknown50; // New field to Underfoot - Seen 0
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/*54*/ uint16 unknown54; // New field to Underfoot - Seen 0
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/*39*/ uint8 spell_gem;
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/*40*/ InventorySlot_Struct slot;
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/*52*/ uint32 item_cast_type; // ItemSpellTypes enum from MQ2
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/*56*/
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};
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@ -1505,9 +1501,9 @@ struct CombatDamage_Struct
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/* 05 */ uint32 spellid;
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/* 09 */ int32 damage;
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/* 13 */ float force; // cd cc cc 3d
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/* 17 */ float meleepush_xy; // see above notes in Action_Struct
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/* 21 */ float meleepush_z;
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/* 25 */ uint8 unknown25; // was [9]
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/* 17 */ float hit_heading; // see above notes in Action_Struct
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/* 21 */ float hit_pitch;
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/* 25 */ uint8 secondary; // 0 for primary hand, 1 for secondary
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/* 26 */ uint32 special; // 2 = Rampage, 1 = Wild Rampage
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/* 30 */
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};
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@ -161,15 +161,14 @@ namespace SoD
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OUT(source);
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OUT(level);
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OUT(instrument_mod);
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eq->sequence = emu->sequence;
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OUT(force);
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OUT(hit_heading);
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OUT(hit_pitch);
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OUT(type);
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//OUT(damage);
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OUT(spell);
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eq->level2 = emu->level;
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OUT(buff_unknown); // if this is 4, a buff icon is made
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//eq->unknown0036 = -1;
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//eq->unknown0040 = -1;
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//eq->unknown0044 = -1;
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OUT(spell_level);
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OUT(effect_flag); // if this is 4, a buff icon is made
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FINISH_ENCODE();
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}
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@ -458,8 +457,8 @@ namespace SoD
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OUT(spellid);
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OUT(damage);
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OUT(force);
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OUT(meleepush_xy);
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OUT(meleepush_z);
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OUT(hit_heading);
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OUT(hit_pitch);
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OUT(special);
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FINISH_ENCODE();
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@ -1215,20 +1215,18 @@ 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; // seems to be fixed to 0x0A
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/* 08 */ uint32 unknown08;
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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 */ float sequence; // was uint32
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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 level2; // level of caster again? Or maybe the castee
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/* 29 */ uint8 spell_level; // level of caster again? Or maybe the castee
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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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/* 30 */ uint8 effect_flag; // if this is 4, a buff icon is made
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/* 31 */
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};
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@ -1237,26 +1235,23 @@ struct Action_Struct
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// has to do with buff blocking??
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struct ActionAlt_Struct // ActionAlt_Struct - Size: 56 bytes
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{
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/*0000*/ uint16 target; // Target ID
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/*0002*/ uint16 source; // SourceID
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/*0004*/ uint16 level; // level of caster
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/*0006*/ uint16 instrument_mod; // seems to be fixed to 0x0A
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/*0008*/ uint32 unknown08;
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/*0012*/ uint16 unknown16;
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/*0014*/ uint32 sequence;
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/*0018*/ uint32 unknown18;
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/*0022*/ uint8 type; // Casts, Falls, Bashes, etc...
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/*0023*/ uint32 damage; // Amount of Damage
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/*0027*/ uint16 spell; // SpellID
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/*0029*/ uint8 unknown29;
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/*0030*/ uint8 buff_unknown; // if this is 4, a buff icon is made
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/*0031*/ uint32 unknown0031; // seen 00 00 00 00
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/*0035*/ uint8 unknown0035; // seen 00
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/*0036*/ uint32 unknown0036; // seen ff ff ff ff
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/*0040*/ uint32 unknown0040; // seen ff ff ff ff
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/*0044*/ uint32 unknown0044; // seen ff ff ff ff
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/*0048*/ uint32 unknown0048; // seen 00 00 00 00
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/*0052*/ uint32 unknown0052; // seen 00 00 00 00
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/*0000*/ uint16 target; // id of target
|
||||
/*0002*/ uint16 source; // id of caster
|
||||
/*0004*/ uint16 level; // level of caster for spells, OSX dump says attack rating, guess spells use it for level
|
||||
/*0006*/ uint32 instrument_mod; // OSX dump says base damage, spells use it for bard song (different from newer clients)
|
||||
/*0010*/ float force;
|
||||
/*0014*/ float hit_heading;
|
||||
/*0018*/ float hit_pitch;
|
||||
/*0022*/ uint8 type; // 231 (0xE7) for spells, skill
|
||||
/*0023*/ uint16 unknown23; // OSX says min_damage
|
||||
/*0025*/ uint16 unknown25; // OSX says tohit
|
||||
/*0027*/ uint16 spell; // spell id being cast
|
||||
/*0029*/ uint8 spell_level; // level of caster again? Or maybe the castee
|
||||
// this field seems to be some sort of success flag, if it's 4
|
||||
/*0030*/ uint8 effect_flag; // if this is 4, a buff icon is made
|
||||
/*0031*/ uint8 spell_slot;
|
||||
/*0032*/ uint32 slot[5];
|
||||
/*0052*/ uint32 item_cast_type; // ItemSpellTypes enum from MQ2
|
||||
/*0056*/
|
||||
};
|
||||
|
||||
@ -1271,9 +1266,9 @@ struct CombatDamage_Struct
|
||||
/* 05 */ uint16 spellid;
|
||||
/* 07 */ int32 damage;
|
||||
/* 11 */ float force; // cd cc cc 3d
|
||||
/* 15 */ float meleepush_xy; // see above notes in Action_Struct
|
||||
/* 19 */ float meleepush_z;
|
||||
/* 23 */ uint8 unknown23; // was [9]
|
||||
/* 15 */ float hit_heading; // see above notes in Action_Struct
|
||||
/* 19 */ float hit_pitch;
|
||||
/* 23 */ uint8 secondary; // 0 for primary hand, 1 for secondary
|
||||
/* 24 */ uint32 special; // 2 = Rampage, 1 = Wild Rampage
|
||||
/* 28 */
|
||||
};
|
||||
|
||||
@ -161,15 +161,14 @@ namespace SoF
|
||||
OUT(source);
|
||||
OUT(level);
|
||||
OUT(instrument_mod);
|
||||
eq->sequence = emu->sequence;
|
||||
OUT(force);
|
||||
OUT(hit_heading);
|
||||
OUT(hit_pitch);
|
||||
OUT(type);
|
||||
//OUT(damage);
|
||||
OUT(spell);
|
||||
eq->level2 = emu->level;
|
||||
OUT(buff_unknown); // if this is 4, a buff icon is made
|
||||
//eq->unknown0036 = -1;
|
||||
//eq->unknown0040 = -1;
|
||||
//eq->unknown0044 = -1;
|
||||
OUT(spell_level);
|
||||
OUT(effect_flag); // if this is 4, a buff icon is made
|
||||
|
||||
FINISH_ENCODE();
|
||||
}
|
||||
@ -440,8 +439,8 @@ namespace SoF
|
||||
OUT(spellid);
|
||||
OUT(damage);
|
||||
OUT(force);
|
||||
OUT(meleepush_xy);
|
||||
OUT(meleepush_z);
|
||||
OUT(hit_heading);
|
||||
OUT(hit_pitch);
|
||||
|
||||
FINISH_ENCODE();
|
||||
}
|
||||
|
||||
@ -1215,20 +1215,18 @@ struct Action_Struct
|
||||
{
|
||||
/* 00 */ uint16 target; // id of target
|
||||
/* 02 */ uint16 source; // id of caster
|
||||
/* 04 */ uint16 level; // level of caster
|
||||
/* 06 */ uint16 instrument_mod; // seems to be fixed to 0x0A
|
||||
/* 08 */ uint32 unknown08;
|
||||
/* 12 */ uint16 unknown16;
|
||||
// some kind of sequence that's the same in both actions
|
||||
// as well as the combat damage, to tie em together?
|
||||
/* 14 */ float sequence; // was uint32
|
||||
/* 18 */ uint32 unknown18;
|
||||
/* 22 */ uint8 type; // 231 (0xE7) for spells
|
||||
/* 23 */ uint32 unknown23;
|
||||
/* 04 */ uint16 level; // level of caster for spells, OSX dump says attack rating, guess spells use it for level
|
||||
/* 06 */ uint32 instrument_mod; // OSX dump says base damage, spells use it for bard song (different from newer clients)
|
||||
/* 10 */ float force;
|
||||
/* 14 */ float hit_heading;
|
||||
/* 18 */ float hit_pitch;
|
||||
/* 22 */ uint8 type; // 231 (0xE7) for spells, skill
|
||||
/* 23 */ uint16 unknown23; // OSX says min_damage
|
||||
/* 25 */ uint16 unknown25; // OSX says tohit
|
||||
/* 27 */ uint16 spell; // spell id being cast
|
||||
/* 29 */ uint8 level2; // level of caster again? Or maybe the castee
|
||||
/* 29 */ uint8 spell_level; // level of caster again? Or maybe the castee
|
||||
// this field seems to be some sort of success flag, if it's 4
|
||||
/* 30 */ uint8 buff_unknown; // if this is 4, a buff icon is made
|
||||
/* 30 */ uint8 effect_flag; // if this is 4, a buff icon is made
|
||||
/* 31 */
|
||||
};
|
||||
|
||||
@ -1237,26 +1235,23 @@ struct Action_Struct
|
||||
// has to do with buff blocking??
|
||||
struct ActionAlt_Struct // ActionAlt_Struct - Size: 56 bytes
|
||||
{
|
||||
/*0000*/ uint16 target; // Target ID
|
||||
/*0002*/ uint16 source; // SourceID
|
||||
/*0004*/ uint16 level; // level of caster
|
||||
/*0006*/ uint16 instrument_mod; // seems to be fixed to 0x0A
|
||||
/*0008*/ uint32 unknown08;
|
||||
/*0012*/ uint16 unknown16;
|
||||
/*0014*/ uint32 sequence;
|
||||
/*0018*/ uint32 unknown18;
|
||||
/*0022*/ uint8 type; // Casts, Falls, Bashes, etc...
|
||||
/*0023*/ uint32 damage; // Amount of Damage
|
||||
/*0027*/ uint16 spell; // SpellID
|
||||
/*0029*/ uint8 unknown29;
|
||||
/*0030*/ uint8 buff_unknown; // if this is 4, a buff icon is made
|
||||
/*0031*/ uint32 unknown0031; // seen 00 00 00 00
|
||||
/*0035*/ uint8 unknown0035; // seen 00
|
||||
/*0036*/ uint32 unknown0036; // seen ff ff ff ff
|
||||
/*0040*/ uint32 unknown0040; // seen ff ff ff ff
|
||||
/*0044*/ uint32 unknown0044; // seen ff ff ff ff
|
||||
/*0048*/ uint32 unknown0048; // seen 00 00 00 00
|
||||
/*0052*/ uint32 unknown0052; // seen 00 00 00 00
|
||||
/*0000*/ uint16 target; // id of target
|
||||
/*0002*/ uint16 source; // id of caster
|
||||
/*0004*/ uint16 level; // level of caster for spells, OSX dump says attack rating, guess spells use it for level
|
||||
/*0006*/ uint32 instrument_mod; // OSX dump says base damage, spells use it for bard song (different from newer clients)
|
||||
/*0010*/ float force;
|
||||
/*0014*/ float hit_heading;
|
||||
/*0018*/ float hit_pitch;
|
||||
/*0022*/ uint8 type; // 231 (0xE7) for spells, skill
|
||||
/*0023*/ uint16 unknown23; // OSX says min_damage
|
||||
/*0025*/ uint16 unknown25; // OSX says tohit
|
||||
/*0027*/ uint16 spell; // spell id being cast
|
||||
/*0029*/ uint8 spell_level; // level of caster again? Or maybe the castee
|
||||
// this field seems to be some sort of success flag, if it's 4
|
||||
/*0030*/ uint8 effect_flag; // if this is 4, a buff icon is made
|
||||
/*0031*/ uint8 spell_slot;
|
||||
/*0032*/ uint32 slot[5];
|
||||
/*0052*/ uint32 item_cast_type; // ItemSpellTypes enum from MQ2
|
||||
/*0056*/
|
||||
};
|
||||
|
||||
@ -1271,9 +1266,10 @@ struct CombatDamage_Struct
|
||||
/* 05 */ uint16 spellid;
|
||||
/* 07 */ int32 damage;
|
||||
/* 11 */ float force; // cd cc cc 3d
|
||||
/* 15 */ float meleepush_xy; // see above notes in Action_Struct
|
||||
/* 19 */ float meleepush_z;
|
||||
/* 23 */ uint8 unknown23[5]; // was [9] this appears unrelated to the stuff the other clients do here?
|
||||
/* 15 */ float hit_heading; // see above notes in Action_Struct
|
||||
/* 19 */ float hit_pitch;
|
||||
/* 23 */ uint8 secondary; // 0 for primary hand, 1 for secondary
|
||||
/* 24 */ uint32 special; // 2 = Rampage, 1 = Wild Rampage, Report function doesn't seem to check this :P
|
||||
/* 28 */
|
||||
};
|
||||
|
||||
|
||||
@ -164,11 +164,14 @@ namespace Titanium
|
||||
OUT(source);
|
||||
OUT(level);
|
||||
OUT(instrument_mod);
|
||||
OUT(sequence);
|
||||
OUT(force);
|
||||
OUT(hit_heading);
|
||||
OUT(hit_pitch);
|
||||
OUT(type);
|
||||
//OUT(damage);
|
||||
OUT(spell);
|
||||
OUT(buff_unknown); // if this is 4, a buff icon is made
|
||||
OUT(spell_level);
|
||||
OUT(effect_flag); // if this is 4, a buff icon is made
|
||||
|
||||
FINISH_ENCODE();
|
||||
}
|
||||
@ -358,8 +361,8 @@ namespace Titanium
|
||||
OUT(spellid);
|
||||
OUT(damage);
|
||||
OUT(force);
|
||||
OUT(meleepush_xy);
|
||||
OUT(meleepush_z);
|
||||
OUT(hit_heading);
|
||||
OUT(hit_pitch);
|
||||
|
||||
FINISH_ENCODE();
|
||||
}
|
||||
|
||||
@ -1119,20 +1119,18 @@ struct Action_Struct
|
||||
{
|
||||
/* 00 */ uint16 target; // id of target
|
||||
/* 02 */ uint16 source; // id of caster
|
||||
/* 04 */ uint16 level; // level of caster
|
||||
/* 06 */ uint16 instrument_mod;
|
||||
/* 08 */ uint32 unknown08;
|
||||
/* 12 */ uint16 unknown16;
|
||||
// some kind of sequence that's the same in both actions
|
||||
// as well as the combat damage, to tie em together?
|
||||
/* 14 */ uint32 sequence;
|
||||
/* 18 */ uint32 unknown18;
|
||||
/* 22 */ uint8 type; // 231 (0xE7) for spells
|
||||
/* 23 */ uint32 unknown23;
|
||||
/* 04 */ uint16 level; // level of caster for spells, OSX dump says attack rating, guess spells use it for level
|
||||
/* 06 */ uint32 instrument_mod; // OSX dump says base damage, spells use it for bard song (different from newer clients)
|
||||
/* 10 */ float force;
|
||||
/* 14 */ float hit_heading;
|
||||
/* 18 */ float hit_pitch;
|
||||
/* 22 */ uint8 type; // 231 (0xE7) for spells, skill
|
||||
/* 23 */ uint16 unknown23; // OSX says min_damage
|
||||
/* 25 */ uint16 unknown25; // OSX says tohit
|
||||
/* 27 */ uint16 spell; // spell id being cast
|
||||
/* 29 */ uint8 unknown29;
|
||||
/* 29 */ uint8 spell_level;
|
||||
// this field seems to be some sort of success flag, if it's 4
|
||||
/* 30 */ uint8 buff_unknown; // if this is 4, a buff icon is made
|
||||
/* 30 */ uint8 effect_flag; // if this is 4, a buff icon is made
|
||||
/* 31 */
|
||||
};
|
||||
|
||||
@ -1143,12 +1141,12 @@ struct CombatDamage_Struct
|
||||
{
|
||||
/* 00 */ uint16 target;
|
||||
/* 02 */ uint16 source;
|
||||
/* 04 */ uint8 type; //slashing, etc. 231 (0xE7) for spells
|
||||
/* 04 */ uint8 type; //slashing, etc. 231 (0xE7) for spells, skill
|
||||
/* 05 */ uint16 spellid;
|
||||
/* 07 */ uint32 damage;
|
||||
/* 11 */ float force;
|
||||
/* 15 */ float meleepush_xy; // see above notes in Action_Struct
|
||||
/* 19 */ float meleepush_z;
|
||||
/* 15 */ float hit_heading; // see above notes in Action_Struct
|
||||
/* 19 */ float hit_pitch;
|
||||
/* 23 */
|
||||
};
|
||||
|
||||
|
||||
@ -161,29 +161,20 @@ namespace UF
|
||||
OUT(source);
|
||||
OUT(level);
|
||||
eq->instrument_mod = 1.0f + (emu->instrument_mod - 10) / 10.0f;
|
||||
eq->knockback_angle = emu->sequence;
|
||||
OUT(force);
|
||||
OUT(hit_heading);
|
||||
OUT(hit_pitch);
|
||||
OUT(type);
|
||||
OUT(spell);
|
||||
eq->level2 = eq->level;
|
||||
eq->effect_flag = emu->buff_unknown;
|
||||
eq->unknown37 = 0x01;
|
||||
eq->unknown44 = 0xFFFFFFFF;
|
||||
eq->unknown48 = 0xFFFFFFFF;
|
||||
eq->unknown52 = 0xFFFFFFFF;
|
||||
|
||||
/*OUT(target);
|
||||
OUT(source);
|
||||
OUT(level);
|
||||
OUT(instrument_mod);
|
||||
eq->sequence = emu->sequence;
|
||||
OUT(type);
|
||||
//OUT(damage);
|
||||
OUT(spell);
|
||||
eq->level2 = emu->level;
|
||||
OUT(buff_unknown); // if this is 4, a buff icon is made
|
||||
//eq->unknown0036 = -1;
|
||||
//eq->unknown0040 = -1;
|
||||
//eq->unknown0044 = -1;*/
|
||||
OUT(spell_level);
|
||||
OUT(effect_flag);
|
||||
eq->spell_gem = 0;
|
||||
eq->slot[0] = -1; // type
|
||||
eq->slot[1] = -1; // slot
|
||||
eq->slot[2] = -1; // sub index
|
||||
eq->slot[3] = -1; // aug index
|
||||
eq->slot[4] = -1; // unknown
|
||||
eq->item_cast_type = 0;
|
||||
|
||||
FINISH_ENCODE();
|
||||
}
|
||||
@ -586,8 +577,8 @@ namespace UF
|
||||
OUT(spellid);
|
||||
OUT(damage);
|
||||
OUT(force);
|
||||
OUT(meleepush_xy);
|
||||
OUT(meleepush_z);
|
||||
OUT(hit_heading);
|
||||
OUT(hit_pitch);
|
||||
OUT(special);
|
||||
|
||||
FINISH_ENCODE();
|
||||
@ -3398,7 +3389,7 @@ namespace UF
|
||||
IN(type);
|
||||
IN(spellid);
|
||||
IN(damage);
|
||||
IN(meleepush_xy);
|
||||
IN(hit_heading);
|
||||
|
||||
FINISH_DIRECT_DECODE();
|
||||
}
|
||||
|
||||
@ -1252,19 +1252,19 @@ struct Action_Struct
|
||||
{
|
||||
/*00*/ uint16 target; // id of target
|
||||
/*02*/ uint16 source; // id of caster
|
||||
/*04*/ uint16 level; // level of caster - Seen 0
|
||||
/*06*/ uint32 unknown06;
|
||||
/*10*/ uint16 instrument_focus;
|
||||
/*12*/ uint16 unknown12; // seems to always be set to something and it doesn't change between casts except in special cases like changing instrument mods
|
||||
/*14*/ uint32 unknown14; // seen 0
|
||||
/*18*/ float knockback_angle; //seems to go from 0-512 then it rolls over again
|
||||
/*22*/ uint32 unknown22;
|
||||
/*26*/ uint8 type;
|
||||
/*27*/ uint32 damage;
|
||||
/*31*/ uint16 unknown31;
|
||||
/*04*/ uint16 level; // level of caster for spells, OSX dump says attack rating, guess spells use it for level
|
||||
/*06*/ uint32 unknown06; // OSX dump says base_damage, was used for bard mod too, this is 0'd :(
|
||||
/*10*/ float instrument_mod;
|
||||
/*14*/ float force;
|
||||
/*18*/ float hit_heading;
|
||||
/*22*/ float hit_pitch;
|
||||
/*26*/ uint8 type; // 231 (0xE7) for spells, skill
|
||||
/*27*/ uint32 damage; // OSX says min_damage
|
||||
/*31*/ uint16 unknown31; // OSX says tohit
|
||||
/*33*/ uint16 spell; // spell id being cast
|
||||
/*35*/ uint8 level2; // level of caster again? Or maybe the castee
|
||||
/*35*/ uint8 spell_level; // level of caster again? Or maybe the castee
|
||||
/*36*/ uint8 effect_flag; // if this is 4, the effect is valid: or if two are sent at the same time?
|
||||
/*37*/
|
||||
};
|
||||
|
||||
|
||||
@ -1276,27 +1276,22 @@ struct ActionAlt_Struct
|
||||
{
|
||||
/*00*/ uint16 target; // id of target
|
||||
/*02*/ uint16 source; // id of caster
|
||||
/*04*/ uint16 level; // level of caster - Seen 0
|
||||
/*06*/ uint32 unknown06;
|
||||
/*04*/ uint16 level; // level of caster for spells, OSX dump says attack rating, guess spells use it for level
|
||||
/*06*/ uint32 unknown06; // OSX dump says base_damage, was used for bard mod too, this is 0'd :(
|
||||
/*10*/ float instrument_mod;
|
||||
/*14*/ uint32 unknown14; // seen 0
|
||||
/*18*/ float knockback_angle; //seems to go from 0-512 then it rolls over again
|
||||
/*22*/ uint32 unknown22;
|
||||
/*26*/ uint8 type;
|
||||
/*27*/ uint32 damage;
|
||||
/*31*/ uint16 unknown31;
|
||||
/*14*/ float force;
|
||||
/*18*/ float hit_heading;
|
||||
/*22*/ float hit_pitch;
|
||||
/*26*/ uint8 type; // 231 (0xE7) for spells, skill
|
||||
/*27*/ uint32 damage; // OSX says min_damage
|
||||
/*31*/ uint16 unknown31; // OSX says tohit
|
||||
/*33*/ uint16 spell; // spell id being cast
|
||||
/*35*/ uint8 level2; // level of caster again? Or maybe the castee
|
||||
/*35*/ uint8 spell_level; // level of caster again? Or maybe the castee
|
||||
/*36*/ uint8 effect_flag; // if this is 4, the effect is valid: or if two are sent at the same time?
|
||||
/*37*/ uint32 unknown37; // New field to Underfoot - Seen 14
|
||||
/*41*/ uint8 unknown41; // New field to Underfoot - Seen 0
|
||||
/*42*/ uint8 unknown42; // New field to Underfoot - Seen 0
|
||||
/*43*/ uint8 unknown43; // New field to Underfoot - Seen 0
|
||||
/*44*/ uint32 unknown44; // New field to Underfoot - Seen 23
|
||||
/*48*/ uint32 unknown48; // New field to Underfoot - Seen -1
|
||||
/*52*/ uint32 unknown52; // New field to Underfoot - Seen -1
|
||||
/*56*/ uint32 unknown56; // New field to Underfoot - Seen 0
|
||||
/*60*/ uint32 unknown60; // New field to Underfoot - Seen 0
|
||||
/*37*/ uint8 spell_gem;
|
||||
/*38*/ uint8 padding38[2];
|
||||
/*40*/ uint32 slot[5];
|
||||
/*60*/ uint32 item_cast_type; // ItemSpellTypes enum from MQ2
|
||||
/*64*/
|
||||
};
|
||||
|
||||
@ -1311,9 +1306,9 @@ struct CombatDamage_Struct
|
||||
/* 05 */ uint16 spellid;
|
||||
/* 07 */ int32 damage;
|
||||
/* 11 */ float force; // cd cc cc 3d
|
||||
/* 15 */ float meleepush_xy; // see above notes in Action_Struct
|
||||
/* 19 */ float meleepush_z;
|
||||
/* 23 */ uint8 unknown23; // was [9]
|
||||
/* 15 */ float hit_heading; // see above notes in Action_Struct
|
||||
/* 19 */ float hit_pitch;
|
||||
/* 23 */ uint8 secondary; // 0 for primary hand, 1 for secondary
|
||||
/* 24 */ uint32 special; // 2 = Rampage, 1 = Wild Rampage
|
||||
/* 28 */
|
||||
};
|
||||
|
||||
@ -3611,15 +3611,15 @@ void Mob::CommonDamage(Mob* attacker, int &damage, const uint16 spell_id, const
|
||||
a->special = 2;
|
||||
else
|
||||
a->special = 0;
|
||||
a->meleepush_xy = attacker ? attacker->GetHeading() : 0.0f;
|
||||
a->hit_heading = attacker ? attacker->GetHeading() : 0.0f;
|
||||
if (RuleB(Combat, MeleePush) && damage > 0 && !IsRooted() &&
|
||||
(IsClient() || zone->random.Roll(RuleI(Combat, MeleePushChance)))) {
|
||||
a->force = EQEmu::skills::GetSkillMeleePushForce(skill_used);
|
||||
if (IsNPC())
|
||||
a->force *= 0.10f; // force against NPCs is divided by 10 I guess? ex bash is 0.3, parsed 0.03 against an NPC
|
||||
// update NPC stuff
|
||||
auto new_pos = glm::vec3(m_Position.x + (a->force * std::cos(a->meleepush_xy) + m_Delta.x),
|
||||
m_Position.y + (a->force * std::sin(a->meleepush_xy) + m_Delta.y), m_Position.z);
|
||||
auto new_pos = glm::vec3(m_Position.x + (a->force * std::cos(a->hit_heading) + m_Delta.x),
|
||||
m_Position.y + (a->force * std::sin(a->hit_heading) + m_Delta.y), m_Position.z);
|
||||
if (zone->zonemap && zone->zonemap->CheckLoS(glm::vec3(m_Position), new_pos)) { // If we have LoS on the new loc it should be reachable.
|
||||
if (IsNPC()) {
|
||||
// Is this adequate?
|
||||
|
||||
@ -913,16 +913,16 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
|
||||
action->source = caster ? caster->GetID() : GetID();
|
||||
action->level = 65;
|
||||
action->instrument_mod = 10;
|
||||
action->sequence = static_cast<uint32>((GetHeading() * 12345 / 2));
|
||||
action->hit_heading = GetHeading();
|
||||
action->type = 231;
|
||||
action->spell = spell_id;
|
||||
action->buff_unknown = 4;
|
||||
action->effect_flag = 4;
|
||||
|
||||
cd->target = action->target;
|
||||
cd->source = action->source;
|
||||
cd->type = action->type;
|
||||
cd->spellid = action->spell;
|
||||
cd->meleepush_xy = action->sequence;
|
||||
cd->hit_heading = action->hit_heading;
|
||||
|
||||
CastToClient()->QueuePacket(action_packet);
|
||||
if(caster && caster->IsClient() && caster != this)
|
||||
@ -964,16 +964,16 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
|
||||
action->source = caster ? caster->GetID() : GetID();
|
||||
action->level = 65;
|
||||
action->instrument_mod = 10;
|
||||
action->sequence = static_cast<uint32>((GetHeading() * 12345 / 2));
|
||||
action->hit_heading = GetHeading();
|
||||
action->type = 231;
|
||||
action->spell = spell_id;
|
||||
action->buff_unknown = 4;
|
||||
action->effect_flag = 4;
|
||||
|
||||
cd->target = action->target;
|
||||
cd->source = action->source;
|
||||
cd->type = action->type;
|
||||
cd->spellid = action->spell;
|
||||
cd->meleepush_xy = action->sequence;
|
||||
cd->hit_heading = action->hit_heading;
|
||||
|
||||
CastToClient()->QueuePacket(action_packet);
|
||||
if(caster->IsClient() && caster != this)
|
||||
@ -1002,16 +1002,16 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
|
||||
action->source = caster ? caster->GetID() : GetID();
|
||||
action->level = 65;
|
||||
action->instrument_mod = 10;
|
||||
action->sequence = static_cast<uint32>((GetHeading() * 12345 / 2));
|
||||
action->hit_heading = GetHeading();
|
||||
action->type = 231;
|
||||
action->spell = spell_id;
|
||||
action->buff_unknown = 4;
|
||||
action->effect_flag = 4;
|
||||
|
||||
cd->target = action->target;
|
||||
cd->source = action->source;
|
||||
cd->type = action->type;
|
||||
cd->spellid = action->spell;
|
||||
cd->meleepush_xy = action->sequence;
|
||||
cd->hit_heading = action->hit_heading;
|
||||
|
||||
CastToClient()->QueuePacket(action_packet);
|
||||
if(caster->IsClient() && caster != this)
|
||||
|
||||
@ -2652,18 +2652,18 @@ void Mob::BardPulse(uint16 spell_id, Mob *caster) {
|
||||
action->source = caster->GetID();
|
||||
action->target = GetID();
|
||||
action->spell = spell_id;
|
||||
action->sequence = (uint32) (GetHeading()); // just some random number
|
||||
action->hit_heading = GetHeading();
|
||||
action->instrument_mod = caster->GetInstrumentMod(spell_id);
|
||||
action->buff_unknown = 0;
|
||||
action->level = buffs[buffs_i].casterlevel;
|
||||
action->effect_flag = 0;
|
||||
action->spell_level = action->level = buffs[buffs_i].casterlevel;
|
||||
action->type = DamageTypeSpell;
|
||||
entity_list.QueueCloseClients(this, packet, false, RuleI(Range, SongMessages), 0, true, IsClient() ? FilterPCSpells : FilterNPCSpells);
|
||||
|
||||
action->buff_unknown = 4;
|
||||
action->effect_flag = 4;
|
||||
|
||||
if(IsEffectInSpell(spell_id, SE_TossUp))
|
||||
{
|
||||
action->buff_unknown = 0;
|
||||
action->effect_flag = 0;
|
||||
}
|
||||
else if(spells[spell_id].pushback > 0 || spells[spell_id].pushup > 0)
|
||||
{
|
||||
@ -2673,7 +2673,7 @@ void Mob::BardPulse(uint16 spell_id, Mob *caster) {
|
||||
{
|
||||
CastToClient()->SetKnockBackExemption(true);
|
||||
|
||||
action->buff_unknown = 0;
|
||||
action->effect_flag = 0;
|
||||
auto outapp_push = new EQApplicationPacket(
|
||||
OP_ClientUpdate, sizeof(PlayerPositionUpdateServer_Struct));
|
||||
PlayerPositionUpdateServer_Struct* spu = (PlayerPositionUpdateServer_Struct*)outapp_push->pBuffer;
|
||||
@ -2725,7 +2725,7 @@ void Mob::BardPulse(uint16 spell_id, Mob *caster) {
|
||||
cd->source = action->source;
|
||||
cd->type = DamageTypeSpell;
|
||||
cd->spellid = action->spell;
|
||||
cd->meleepush_xy = action->sequence;
|
||||
cd->hit_heading = action->hit_heading;
|
||||
cd->damage = 0;
|
||||
if(!IsEffectInSpell(spell_id, SE_BindAffinity))
|
||||
{
|
||||
@ -3536,9 +3536,9 @@ bool Mob::SpellOnTarget(uint16 spell_id, Mob *spelltar, bool reflect, bool use_r
|
||||
action->level = caster_level; // caster level, for animation only
|
||||
action->type = 231; // 231 means a spell
|
||||
action->spell = spell_id;
|
||||
action->sequence = (uint32) (GetHeading()); // just some random number
|
||||
action->hit_heading = GetHeading();
|
||||
action->instrument_mod = GetInstrumentMod(spell_id);
|
||||
action->buff_unknown = 0;
|
||||
action->effect_flag = 0;
|
||||
|
||||
if(spelltar != this && spelltar->IsClient()) // send to target
|
||||
spelltar->CastToClient()->QueuePacket(action_packet);
|
||||
@ -3965,11 +3965,11 @@ bool Mob::SpellOnTarget(uint16 spell_id, Mob *spelltar, bool reflect, bool use_r
|
||||
// NOTE: this is what causes the buff icon to appear on the client, if
|
||||
// this is a buff - but it sortof relies on the first packet.
|
||||
// the complete sequence is 2 actions and 1 damage message
|
||||
action->buff_unknown = 0x04; // this is a success flag
|
||||
action->effect_flag = 0x04; // this is a success flag
|
||||
|
||||
if(IsEffectInSpell(spell_id, SE_TossUp))
|
||||
{
|
||||
action->buff_unknown = 0;
|
||||
action->effect_flag = 0;
|
||||
}
|
||||
else if(spells[spell_id].pushback > 0 || spells[spell_id].pushup > 0)
|
||||
{
|
||||
@ -3979,7 +3979,7 @@ bool Mob::SpellOnTarget(uint16 spell_id, Mob *spelltar, bool reflect, bool use_r
|
||||
{
|
||||
spelltar->CastToClient()->SetKnockBackExemption(true);
|
||||
|
||||
action->buff_unknown = 0;
|
||||
action->effect_flag = 0;
|
||||
auto outapp_push =
|
||||
new EQApplicationPacket(OP_ClientUpdate, sizeof(PlayerPositionUpdateServer_Struct));
|
||||
PlayerPositionUpdateServer_Struct* spu = (PlayerPositionUpdateServer_Struct*)outapp_push->pBuffer;
|
||||
@ -4039,7 +4039,7 @@ bool Mob::SpellOnTarget(uint16 spell_id, Mob *spelltar, bool reflect, bool use_r
|
||||
cd->source = action->source;
|
||||
cd->type = action->type;
|
||||
cd->spellid = action->spell;
|
||||
cd->meleepush_xy = action->sequence;
|
||||
cd->hit_heading = action->hit_heading;
|
||||
cd->damage = 0;
|
||||
if(!IsEffectInSpell(spell_id, SE_BindAffinity)){
|
||||
entity_list.QueueCloseClients(
|
||||
@ -5722,7 +5722,7 @@ void Client::SendSpellAnim(uint16 targetid, uint16 spell_id)
|
||||
a->source = this->GetID();
|
||||
a->type = 231;
|
||||
a->spell = spell_id;
|
||||
a->sequence = 231;
|
||||
a->hit_heading = GetHeading();
|
||||
|
||||
app.priority = 1;
|
||||
entity_list.QueueCloseClients(this, &app, false, RuleI(Range, SpellParticles));
|
||||
|
||||
@ -216,7 +216,7 @@ void Trap::Trigger(Mob* trigger)
|
||||
int dmg = zone->random.Int(effectvalue, effectvalue2);
|
||||
trigger->SetHP(trigger->GetHP() - dmg);
|
||||
a->damage = dmg;
|
||||
a->meleepush_xy = zone->random.Int(0, 1234567);
|
||||
a->hit_heading = 0.0f;
|
||||
a->source = GetHiddenTrigger()!=nullptr ? GetHiddenTrigger()->GetID() : trigger->GetID();
|
||||
a->spellid = 0;
|
||||
a->target = trigger->GetID();
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user