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Replicating retail packet flow for testing
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parent
951dabb58a
commit
3775c7730f
2 changed files with 8 additions and 2 deletions
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@ -106,6 +106,11 @@ void Core::Network::GameConnection::actionHandler( const Packets::GamePacket& in
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pPlayer->changeTarget( targetId );
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break;
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}
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case 0x65:
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{
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pPlayer->sendToInRangeSet( ActorControlPacket142(pPlayer->getId(), ActorControlType::SetStatus, 1 ), true ); //?
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pPlayer->sendToInRangeSet( ActorControlPacket143( pPlayer->getId(), 0x393, 1 ), true ); //?
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}
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case 0x68: // Remove status (clicking it off)
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{
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// todo: check if status can be removed by client from exd
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@ -130,10 +130,11 @@ void Core::Network::GameConnection::skillHandler( const Packets::GamePacket& inP
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effectPacket.data().effects[0].hitSeverity = ActionHitSeverityType::CritDamage;
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effectPacket.data().effects[0].value = action;
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pPlayer->sendToInRangeSet( ActorControlPacket142( pPlayer->getId(), ActorControlType::SetStatus, 4 ), true ); //?
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pPlayer->sendToInRangeSet( ActorControlPacket143( pPlayer->getId(), 0x39e, 12 ), true ); //?
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pPlayer->mount( action );
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pPlayer->sendToInRangeSet( effectPacket, true );
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break;
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}
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