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Updated to show what I think are the ID numbers for Neighborhood and Property marker UI windows.
+6
-4
@@ -84,8 +84,8 @@ The RoF2 opcodes are suspect. It could be that they didn't change across several
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| Packet Sequence Number | 2 | Identifies order of fragments |
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| Total length of combined fragments | 3 | Total size of all fragments. This is only present in the first fragment. |
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| Application OpCode | 2 | RoF: 0x67C9<br/>Live (20181217): 0x5C12<br/>Live (20190118): 0x1659 |
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| Unknown | 4 | An id? Different across servers |
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| Unknown | 5 | Always 6,0,0,0,0 |
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| Unknown | 2 | An id? Different across servers |
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| Window ID | 7 | Always 1,0,6,0,0,0,0<br/>This value is used to branch code paths between the Neighborhood list and Property marker windows. |
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| Total # of Neighborhoods | 2 | |
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| Unknown | 5 | Always 1,1,0,0,0 |
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| Neighborhood ID | 4 | |
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@@ -142,8 +142,10 @@ If # of Players is greater than 0, the fields Player Name Length and Player Name
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| Network OpCode | 2 | 0x09 |
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| Packet Sequence Number | 2 | |
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| Application OpCode | 2 | RoF: 0x67C9<br/>Live (20181217): 0x5C12<br/>Live (20190118): 0x1659 |
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| Unknown | 15 | |
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| Neighborhood ID | 4 | |
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| Unknown | 2 | An id? Different across servers |
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| Window ID | 7 | Always 1,0,4,3,0,0,0<br/>This value is used to branch code paths between the Neighborhood list and Property marker windows. |
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| Unknown | 6 | |
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| Neighborhood ID | 4 | |
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| Unknown | 4 | |
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| Unknown | 4 | |
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| Guild ID | 4 | |
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