Difference between revisions of "ConnectPlayerResponseMessage"

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{| class="wikitable"
 
{| class="wikitable"
 +
|{{short}}||'''Operand_Count'''
 
|-
 
|-
|align="center" style="background:#6C86BF; color:white;"|'''SHORT'''||'''Operand_Count'''
+
|{{int}}||'''Opcode'''
 
|-
 
|-
|align="center" style="background:#3C548A; color:white;"|'''INT'''||'''Opcode'''
+
|{{int}}|{{unknown}}
|-
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|align="center" style="background:#3C548A; color:white;"|'''INT'''||'''<font color=red>Unknown</font>'''
+
|-
+
|align="center" style="background:#3C548A; color:white;"|'''INT'''||'''<font color=red>Unknown</font>'''
+
 
|-
 
|-
 +
|{{int}}|{{unknown}}
 
|}
 
|}
  

Revision as of 07:44, 10 April 2007


Struct


SHORT Operand_Count
INT Opcode
INT ??
INT ??

Variable Descriptions


Opperand_Count = 3

Opcode = 6137556F


  • Reply to ConnectPlayerMessage from Client. Based off the name this packet most likely is used to officially connect the player.
  • TODO: Look into when this packet is used in the login process.

Tags


S→C This packet originates on the server.

75% This packet has been partially reversed.


Sample Code

Insert Code Snippet Here...

Sample Packet

Insert Sample Packet Here...