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Replicating retail packet flow for testing

This commit is contained in:
amibu 2017-10-17 23:03:47 +02:00
parent 951dabb58a
commit 3775c7730f
2 changed files with 8 additions and 2 deletions

View file

@ -106,6 +106,11 @@ void Core::Network::GameConnection::actionHandler( const Packets::GamePacket& in
pPlayer->changeTarget( targetId );
break;
}
case 0x65:
{
pPlayer->sendToInRangeSet( ActorControlPacket142(pPlayer->getId(), ActorControlType::SetStatus, 1 ), true ); //?
pPlayer->sendToInRangeSet( ActorControlPacket143( pPlayer->getId(), 0x393, 1 ), true ); //?
}
case 0x68: // Remove status (clicking it off)
{
// todo: check if status can be removed by client from exd

View file

@ -130,10 +130,11 @@ void Core::Network::GameConnection::skillHandler( const Packets::GamePacket& inP
effectPacket.data().effects[0].hitSeverity = ActionHitSeverityType::CritDamage;
effectPacket.data().effects[0].value = action;
pPlayer->sendToInRangeSet( ActorControlPacket142( pPlayer->getId(), ActorControlType::SetStatus, 4 ), true ); //?
pPlayer->sendToInRangeSet( ActorControlPacket143( pPlayer->getId(), 0x39e, 12 ), true ); //?
pPlayer->mount( action );
pPlayer->sendToInRangeSet( effectPacket, true );
break;
}