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some better effect ipc docs
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1 changed files with 12 additions and 3 deletions
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@ -457,12 +457,21 @@ namespace Sapphire::Network::Packets::Server
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uint64_t animationTargetId; // who the animation targets
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uint32_t actionId; // what the casting player casts, shown in battle log/ui
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uint32_t sequence; // seems to only increment on retail?
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/*!
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* @brief Zone sequence for the effect. Used to link effects that are split across multiple packets as one
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*/
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uint32_t sequence;
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float animationLockTime; // maybe? doesn't seem to do anything
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uint32_t someTargetId; // always 00 00 00 E0, 0x0E000000 is the internal def for INVALID TARGET ID
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uint32_t someTargetId; // always 0x0E000000?
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uint16_t sourceSequence; // if 0, always shows animation, otherwise hides it. counts up by 1 for each animation skipped on a caster
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/*!
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* @brief The cast sequence from the originating player. Should only be sent to the source, 0 for every other player.
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*
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* This needs to match the sequence sent from the player in the action start packet otherwise you'll cancel the
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* initial animation and start a new one once the packet arrives.
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*/
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uint16_t sourceSequence;
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uint16_t rotation;
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uint16_t actionAnimationId; // the animation that is played by the casting character
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uint8_t variation; // variation in the animation
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