Difference between revisions of "ObjControllerMessage"

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(1)
Line 70: Line 70:
 
|'''Header'''||'''Name'''||'''Status'''
 
|'''Header'''||'''Name'''||'''Status'''
 
|-
 
|-
|align="center"|'''[[DataTransform|00000071]]'''||'''[[DataTransorm]]'''||{{25P}}
+
|align="center"|'''[[DataTransform|00000071]]'''||'''[[DataTransform]]'''||{{25P}}
 
|-
 
|-
 
|align="center"|'''[[CombatAction|000000CC]]'''||'''[[CombatAction]]'''||{{75P}}
 
|align="center"|'''[[CombatAction|000000CC]]'''||'''[[CombatAction]]'''||{{75P}}

Revision as of 02:32, 19 December 2006


Struct


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

Variable Descriptions


Opperand_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.

1


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%

2


Header Name Status
-- --
25%