ObjControllerMessage

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Revision as of 04:05, 24 December 2006 by Snow (Talk | contribs) (TEMP)

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Struct


SHORT Operand_Count
INT Opcode
INT Unknown
INT Header
LONG ObjectID
INT TickCount
... Depending on Header

Variable Descriptions


Operand_Count = 5

Opcode = 80CE5E46


  • Unknown:

This variable appears to be some part of a header but is not directly used. Usually 0B/1B, but 71 and 23 have also been seen.

  • HEADER:

This is the header for the type of object controller being used. See the list below.

  • ObjectID:

This is the Object ID of the Object we are manipulating.

  • TickCount:

This variable appears to be a client tickcount also used in the ping's used on the PingPort(Defult:44462). If set to 0, the packet is not time critical, if set with a count, it should be compared to be within tolerance. (Anti-Hack mechanism most likely.).

Tags


S→C This packet originates on the server.

C→S This packet originates on the client.

50% This packet has been partially reversed.

Controllers


Header Name Status
00000071 DataTransform
25%
000000CC CombatAction
75%
000000CD CombatDamage
25%
000000DD StartNpcConversation
25%
000000DE StopNpcConversation
25%
000000DF NpcConversationMessage
25%
000000E0 StringList
25%
000000E3 OpponentInfo
25%
000000E5 NetworkId
25%
000000E6 NetworkId
25%
000000E7 NetworkId
25%
000000E8 NetworkId
25%
000000E9 NetworkId
25%
000000EA HarvesterResourceData
25%
000000EB NetworkIdPair
25%
000000EC NetworkIdPair
25%
000000ED ResourceEmptyHopper
25%
000000EE GenericResponse
25%
000000F1 DataTransformWithParent
25%
000000F2 String
75%
000000F3 SpatialChat
25%
000000F4 SpatialChat
25%
000000F5 MissionListRequest
25%
000000F6 MissionListResponse
25%
000000F7 MissionDetailsRequest
25%

Controllers


Header Name Status
-- --
25%