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