SkyFire_548
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SMSG_UPDATE_OBJECT unk fields
Description:
SMSG_UPDATE_OBJECT movement part has a lot of unk fields this is what I got from my research so far, number,offset
0. 0 UPDATEFLAG_NO_BIRTH_ANIM
1. 1 UPDATEFLAG_ENABLE_PORTALS
3. 2 UPDATEFLAG_PLAY_HOVER_ANIM
4. 3 UPDATEFLAG_SUPPRESSED_GREETINGS
5. 368 UPDATEFLAG_HAS_MOVEMENT_UPDATE
6. 424 UPDATEFLAG_HAS_TRANSPORT_POSITION
7. 448 UPDATEFLAG_HAS_POSITION
8. 464 UPDATEFLAG_HAS_COMBAT_VICTIM
9. 476 UPDATEFLAG_HAS_SERVER_TIME
10.488 UPDATEFLAG_HAS_VEHICLE_CREATE
11.498 UPDATEFLAG_HAS_ANIMKITS_CREATE
12.512 UPDATEFLAG_HAS_ROTATION
13.668 UPDATEFLAG_HAS_AREATRIGGER
14.676 UPDATEFLAG_HAS_GAMEOBJECT
15.680 UPDATEFLAG_THIS_IS_YOU
16.681 UPDATEFLAG_REPLACE_YOU
17.810 UPDATEFLAG_SCENE_LOCAL_SCRIPT_DATA
17.1032 UPDATEFLAG_SCENE_OBJECT
18.1044
19.1064 UPDATEFLAG_SCENE_PENDING_INSTANCES
20.1068 UPDATEFLAG_TRANSPORT_FRAME_COUNT
here's also my movement update code https://gist.github.com/Artamedes/57033cf67f5c538860bf90ae5b8fe9cc#file-objectupdate-cpp-L39 ( i have pretty much all done except 1044 and scene object
SF rev. hash/commit: 3bf376f0a1bb69225a23d57b166b32963daa287e
A pull request would make it easier to review your code up against existing code. Even if changes are needed it can be easier to modify.
unfortunately my code is more than likely not going to work with the core, since some implementations would be needed, 1 being boost for optional. should i make a pull with tons of these implementations?
also i'm thinking 1044 is lowguid
SceneObjCreate contains LocalScriptData and PetBattleFullUpdate
https://gist.github.com/AriDEV/bfdfdb1dab0d7a4f20c69bd167dbdf62
will reverse sceneobject soon and probably make a pull, but pull will include boost (any objection?)
We don't do boost. Boost is a waste of precious resources and is full of bloat.
https://gist.github.com/Artamedes/57033cf67f5c538860bf90ae5b8fe9cc/revisions
gist has been updated, there was some stuff wrong with it if you want to take a look @AriDEV
are you sure that the faceguid mask is send after all other bytes else your position is wrong :/ i guess it should be before sending the other bytes ?
that's order client reads it in the movementupdate block, it reads at end for some reason
https://github.com/ProjectSkyfire/SkyFire_548/blob/master/src/server/game/Entities/Object/Object.cpp#L729
https://github.com/ProjectSkyfire/SkyFire_548/blob/master/src/server/game/Movement/Spline/MovementPacketBuilder.cpp#L351
already done here
@AriDEV https://gist.github.com/Artamedes/f19691a7896b2cd6af92a8758621ca92#file-readmovementupdateblock-L1188
@Artamedes yes this looks for me like facing target part its allready on https://github.com/ProjectSkyfire/SkyFire_548/blob/master/src/server/game/Entities/Object/Object.cpp#L728