Switches and Doors
When pressing a switch these packets are sent 0x60 (not in this order maybe): 60 00 00 00 00 00 3F 06 00 00 00 00 FC CE 01 00 0A 00 F7 46 E4 C2 52 85 B9 41 04 73 8C 42
60 00 00 00 00 00 05 03 6C 40 00 00 00 00 07 00 01 01
60 00 00 00 00 00 50 02 00 00 FC CE FF FF
Notes:
0x60 0x05 seems to contain the the MapObjectIdentifier in the first two bytes of the subcommand. Last bytes are unknown. The identifier for the switch, not the door.
FC CE in the 0x60 0x50 seems to be animation state which is also sent in the 0x60 0x3F for some reason. I assume the first two bytes are also the client id that pressed it, but don't know for sure.
Another switch packets:
60 00 00 00 00 00 50 02 00 00 BA 04 00 00
60 00 00 00 00 00 3F 06 00 00 00 00 BA 04 01 00 0A 00 75 64 BC C2 65 76 03 42 4C 01 49 43
60 00 00 00 00 00 05 03 6D 40 00 00 00 00 06 00 01 01
Turns out that BA 04 is NOT animation state. It's like the hash/checksum or whatever in position packets. Can probably be ignored.
Another switch (laser switch in forest):
60 00 00 00 00 00 50 02 00 00 99 FA FF FF
60 00 00 00 00 00 3F 06 00 00 00 00 99 FA 01 00 05 00 05 7A C7 C3 00 40 A8 BB 6F E1 03 44
60 00 00 00 00 00 05 03 37 40 00 00 00 00 1E 00 01 01
Last 4 bytes of 0x60 0x05 seem to be tied to the object type itself. Not the variant or position in the object index or anything.
For example switch always sends 1E 00 01 01 could be new animation and state?
Laser switch on different forest variant same color:
60 00 00 00 00 00 50 02 00 00 A1 FB FF FF
60 00 00 00 00 00 05 03 45 40 00 00 00 00 1E 00 01 01
60 00 00 00 00 00 3F 06 00 00 00 00 A1 FB 01 00 05 00 47 C3 C7 C3 00 A8 CE BB D4 39 04 44
laser switch blue:
60 00 00 00 00 00 05 03 4D 40 00 00 00 00 1F 00 01 01
purple switch:
60 00 00 00 00 00 05 03 23 40 00 00 00 00 20 00 01 01