Quote:
Originally Posted by nTL3fTy
Here's what I have, from an old project of mine:
| offset | datatype | description | | 0 | ushort[2] | header | | 4 | uint | id | | 8 | uint | lookface | | 12 | ulong | effect | | 20 | uint | guild id/rank | | 24 | uint | garment itemtype | | 28 | uint | helmet itemtype | | 32 | uint | armor itemtype | | 36 | uint | right weapon itemtype | | 40 | uint | left weapon itemtype | | 44 | uint | unknown | | 48 | ushort | monster life | | 50 | ushort | monster level | | 52 | ushort | position x | | 54 | ushort | position y | | 56 | ushort | hair | | 58 | byte | direction | | 59 | byte | action | | 60 | byte | rebirth | | 61 | byte | unknown | | 62 | ushort | level | | 64 | byte | unknown | | 65 | byte | nobility ranktype | | ... | ... | ... | | 80 | stringlist | strings |
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That source makes me cry every time I look at it.
I remember trying to look through it to see how you handled something (I thin it was to do with magic attack types) and it took me probably 20 minutes to track through all the necessary methods lol.
Everything is labeled in tq'isms.
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@Kiyono: Yahhh there's lots of packets with un-used offsets. I can't think of a good example right now but I do remember a few people mentioning there are a few where the client doesn't even process the offset so it's not like we just haven't logged what it does for subtypes or w/e.