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some better effect ipc docs

This commit is contained in:
NotAdam 2019-08-05 15:20:25 +10:00
parent a973cfadd7
commit 726decd249

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