Difference between revisions of "BaselinesMessage"

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|align="center" style="background:#6C86BF; color:white;"|'''SHORT'''||'''Opperand_Count'''
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|align="center" style="background:#6C86BF; color:white;"|'''SHORT'''||'''Operand_Count'''
 
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|align="center" style="background:#3C548A; color:white;"|'''INT'''||'''Opcode'''
 
|align="center" style="background:#3C548A; color:white;"|'''INT'''||'''Opcode'''

Revision as of 01:41, 20 December 2006


Struct


SHORT Operand_Count
INT Opcode
LONG ObjectID
INT Object_TYPE
BYTE TYPE_#
INT Object_Data_Size
... Data

Variable Descriptions


Opperand_Count = 5

Opcode = 68A75F0C


  • Object_ID:

A 64bit ID number assigned uniquely to objects.


  • Object_TYPE:
A 4 byte integer made of characters used to identify the object type. for a list of object types see below.

Note: This is just a string used in the debugging message. Parsing methods are set on object creation.

  • TYPE_#:
This is a single byte integer used to identify what type of update is being done to the object based on the objects type.
Example:
TYPE = CREO
TYPE_#: 1, 3, 4, 6, 7, 8, 9...
Each value contains a different part or data to be updated to the object. Some aren't used at all.
The available ones will be listed.
  • Object_Data_Size:
Size of DATA below
  • DATA:
The rest of the packet is just initialization data for the object. This gets parsed uniquely depending on the Object_TYPE and TYPE_#. See the corresponding list for separate structs of these Objects.

Tags


S→C This packet originates on the server.

50% This packet has been partially reversed.


Parsing Types


NAME Name Type 01 Type 02 Type 03 Type 04 Type 05 Type 06 Type 07 Type 08 Type 09
GILD Guild Object GILD01 GILD03 GILD06
CREO Create Object CREO01 CREO03 CREO04 CREO06
WEAO Weaprable Object WEAO01 WEAO02 WEAO03 WEAO04 WEAO05 WEAO06 WEAO07 WEAO08 WEAO09
SHIP Ship Object SHIP01 SHIP02 SHIP03 SHIP04 SHIP05 SHIP06 SHIP07 SHIP08 SHIP09
INTO Intangible Object INTO01 INTO03 INTO06
TANO Tangible Object TANO01 TANO03 TANO06 TANO07
MISO Mission Object MISO01 MISO03 MISO06
PLAY Player Object PLAY01 PLAY03 PLAY06 PLAY08 PLAY09
HINO Installation Object HINO01 HINO03 HINO06 HINO07
BUIO Building Object BUIO01 BUIO02 BUIO03 BUIO04 BUIO05 BUIO06 BUIO07 BUIO08 BUIO09
SCLT Cell Object SCLT01 SCLT02 SCLT03 SCLT04 SCLT05 SCLT06 SCLT07 SCLT08 SCLT09
RCNO Resource Container Object RCNO1 RCNO03 RCNO06
MSCO Manufacture Schematic Object MSCO01 MSCO03 MSCO06 MSCO07