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converted spell id's to integers and made the internal representation 322-bit
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@@ -668,7 +668,7 @@ struct NewZone_Struct {
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*/
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struct MemorizeSpell_Struct {
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uint32 slot; // Spot in the spell book/memorized slot
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uint32 spell_id; // Spell id (200 or c8 is minor healing, etc)
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int32 spell_id; // Spell id (200 or c8 is minor healing, etc)
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uint32 scribing; // 1 if memorizing a spell, set to 0 if scribing to book, 2 if un-memming
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uint32 reduction; // lowers reuse
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};
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@@ -705,7 +705,7 @@ struct ManaChange_Struct
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{
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/*00*/ uint32 new_mana; // New Mana AMount
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/*04*/ uint32 stamina;
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/*08*/ uint32 spell_id;
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/*08*/ int32 spell_id;
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/*12*/ uint8 keepcasting; // won't stop the cast. Change mana while casting?
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/*13*/ uint8 padding[3]; // client doesn't read it, garbage data seems like
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/*16*/ int32 slot; // -1 for normal usage slot for when we want silent interrupt? I think it does timer stuff or something. Linked Spell Reuse interrupt uses it
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@@ -719,7 +719,7 @@ struct SwapSpell_Struct
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struct BeginCast_Struct
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{
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/*000*/ uint32 spell_id;
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/*000*/ int32 spell_id;
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/*004*/ uint16 caster_id;
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/*006*/ uint32 cast_time; // in miliseconds
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/*010*/
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@@ -728,7 +728,7 @@ struct BeginCast_Struct
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struct CastSpell_Struct
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{
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/*00*/ uint32 slot;
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/*04*/ uint32 spell_id;
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/*04*/ int32 spell_id;
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/*08*/ InventorySlot_Struct inventory_slot; // slot for clicky item, Seen unknown of 131 = normal cast
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/*20*/ uint32 target_id;
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/*24*/ uint32 cs_unknown[2];
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@@ -760,7 +760,7 @@ struct SpellBuff_Struct
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/*002*/ uint8 unknown002; //pretty sure padding now
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/*003*/ uint8 unknown003; // MQ2 used to call this "damage shield" -- don't see client referencing it, so maybe server side DS type tracking?
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/*004*/ float bard_modifier;
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/*008*/ uint32 spellid;
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/*008*/ int32 spellid;
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/*012*/ uint32 duration;
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/*016*/ uint32 player_id; // caster ID, pretty sure just zone ID
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/*020*/ uint32 num_hits;
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@@ -791,7 +791,7 @@ struct BuffRemoveRequest_Struct
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// not in use
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struct BuffIconEntry_Struct {
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/*000*/ uint32 buff_slot;
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/*004*/ uint32 spell_id;
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/*004*/ int32 spell_id;
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/*008*/ uint32 tics_remaining;
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/*012*/ uint32 num_hits;
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// char name[0]; caster name is also here sometimes
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@@ -1513,7 +1513,7 @@ struct CombatDamage_Struct
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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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/* 05 */ uint32 spellid;
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/* 05 */ int32 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 hit_heading; // see above notes in Action_Struct
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@@ -1549,7 +1549,7 @@ struct Death_Struct
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/*004*/ uint32 killer_id;
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/*008*/ uint32 corpseid; // was corpseid
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/*012*/ uint32 attack_skill; // was type
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/*016*/ uint32 spell_id;
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/*016*/ int32 spell_id;
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/*020*/ uint32 bindzoneid; //bindzoneid?
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/*024*/ uint32 damage;
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/*028*/ uint32 unknown028;
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@@ -2658,7 +2658,7 @@ struct GroupFollow_Struct { // Live Follow Struct
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};
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struct InspectBuffs_Struct {
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/*000*/ uint32 spell_id[BUFF_COUNT];
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/*000*/ int32 spell_id[BUFF_COUNT];
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/*168*/ int32 tics_remaining[BUFF_COUNT];
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};
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@@ -3077,7 +3077,7 @@ struct Resurrect_Struct
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/*024*/ char your_name[64];
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/*088*/ uint32 unknown088;
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/*092*/ char rezzer_name[64];
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/*156*/ uint32 spellid;
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/*156*/ int32 spellid;
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/*160*/ char corpse_name[64];
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/*224*/ uint32 action;
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/*228*/ uint32 unknown228;
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@@ -4581,7 +4581,7 @@ struct SendAA_Struct {
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/*0045*/ uint32 prereq_minpoints_count; // mutliple prereqs at least 1, even no prereqs
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/*0049*/ uint32 prereq_minpoints; //min points in the prereq
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/*0053*/ uint32 type;
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/*0057*/ uint32 spellid;
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/*0057*/ int32 spellid;
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/*0061*/ uint32 unknown057; // Introduced during HoT - Seen 1 - Maybe account status or enable/disable AA?
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/*0065*/ uint32 spell_type;
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/*0069*/ uint32 spell_refresh;
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