Basic spellcasting works a bit.

This commit is contained in:
KimLS
2024-12-08 22:56:34 -08:00
parent 13f57f3c5d
commit ce98118cc8
4 changed files with 59 additions and 6 deletions
+29
View File
@@ -704,6 +704,35 @@ namespace Laurion {
int32 slot;
};
//This is what we call OP_Action
//To the client though this is basically a missile hit though
//OP_Action is basically "instant missile hit" to the client
//@0x1401f0970 MissileHitInfo::Deserialize(CUnSerializeBuffer *buffer);
struct MissileHitInfo
{
uint16 target;
uint16 source;
uint32 spell_id;
//4 leaves a buff
uint32 effect_type;
uint32 effective_casting_level;
//Client does read this but only does something if it's negative
int64 unknown1;
//I don't see the client read this one outside basic serialization
int64 unknown2;
//I don't see the client read this one either but based on captures from live it seems to match spell damage
int64 damage;
float modifier;
float force;
float hit_heading;
float hit_pitch;
//same convention as damage
//231 for spell, otherwise it's skill in use
uint8 skill;
uint8 level; //the client doesn't actually deserialize anything past level
//live however has a lot more info here depending on packet type
};
#pragma pack()
}; //end namespace structs