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transforming an 8u field into a 6u field; modifying all other values in code
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3 changed files with 49 additions and 41 deletions
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@ -11,26 +11,34 @@ import shapeless.{::, HNil}
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* Dispatched by the server to enact an effect on some game object.
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* (Write more some other time.)
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* @param object_guid the target object
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* @param code the action code
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* 24 - deconstructs player
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* 28 - start imprinting process (progress bar + character animation)
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* 32 - finish imprinting?
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* 36 - cloak
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* 40 - uncloak
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* 82 - hit flinch?
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* 138 - time till item can be used ?????
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* 44, 45, 46, 47 - Deploy capital base shield pole with animation and broadcasts "The capitol force dome at X has been activated"
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* 48, 49, 50, 51 - Stow capital base shield pole with animation and broadcasts "The capitol force dome at X has been deactivated"
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* 52, 53, 54, 55 - Deploy capital base shield pole (instantly, unless still in the middle of the stow animation)
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* 60, 61, 62, 63 - Displays "This facility's generator is under attack!"
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* 64, 65, 66, 67 - Displays "Generator has Overloaded! Evacuate Generator Room Immediately!"
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* 68, 69, 70, 71 - Displays "This facility's generator is back on line"
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* 88, 89, 90, 91 - ???? (Has been seen on vehicle pad objects, possibly some sort of reset flag after base faction flip / hack clear?)
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* 92, 93, 94, 95 - Plays vehicle pad animation moving downwards
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* 96, 97, 98, 99 - Makes the vehicle bounce slightly. Have seen this in packet captures after taking a vehicle through a warpgate
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* 200, 201, 202, 203 - For aircraft - client shows "THe bailing mechanism failed! To fix the mechanism, land and repair the vehicle!"
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* 224 - Sets vehicle or player to be black ops
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* 228 - Reverts player from black ops
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* @param code the action code (0-63)
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* 6 - Deconstructs player
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* 7 - Start imprinting process (progress bar + character animation)
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* 8 - Finish imprinting?
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* 9 - Cloak
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* 10 - Uncloak
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* 11 - Deploy capital base shield pole with animation and broadcasts "The capitol force dome at X has been activated"
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* 12 - Stow capital base shield pole with animation and broadcasts "The capitol force dome at X has been deactivated"
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* 13 - Deploy capital base shield pole (instantly, unless still in the middle of the stow animation)
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* 15 - Displays "This facility's generator is under attack!"
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* 16 - Displays "Generator has Overloaded! Evacuate Generator Room Immediately!"
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* 17 - Displays "This facility's generator is back on line"
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* 20 - Hit flinch? (orig, 82->80)
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* 21 - Reset build cooldown from using an ACE
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* 22 - ???? (Has been seen on vehicle pad objects, possibly some sort of reset flag after base faction flip / hack clear?)
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* 23 - Plays vehicle pad animation moving downwards
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* 24 - Makes the vehicle bounce slightly. Have seen this in packet captures after taking a vehicle through a warpgate
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* 27 - Activates the router internal telepad for linking
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* 28 - Activates the router internal telepad for linking
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* 29 - Activates the telepad deployable (also used on the router's internal telepad)
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* 30 - Activates the telepad deployable (also used on the router's internal telepad)
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* 31 - Animation during router teleportation (source)
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* 32 - Animation during router teleportation (destination)
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* 34 - Time until item can be used ?????
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* 50 - For aircraft - client shows "The bailing mechanism failed! To fix the mechanism, land and repair the vehicle!"
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* 53 - Put down an FDU
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* 56 - Sets vehicle or player to be black ops
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* 57 - Reverts player from black ops
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*/
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final case class GenericObjectActionMessage(object_guid : PlanetSideGUID,
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code : Int)
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@ -43,7 +51,7 @@ final case class GenericObjectActionMessage(object_guid : PlanetSideGUID,
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object GenericObjectActionMessage extends Marshallable[GenericObjectActionMessage] {
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implicit val codec : Codec[GenericObjectActionMessage] = (
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("object_guid" | PlanetSideGUID.codec) ::
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("code" | uint8L) ::
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("code" | uint(bits = 6)) ::
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("ex" | bits) //"code" may extract at odd sizes
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).exmap[GenericObjectActionMessage] (
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{
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@ -13,14 +13,14 @@ class GenericObjectActionMessageTest extends Specification {
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PacketCoding.DecodePacket(string).require match {
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case GenericObjectActionMessage(object_guid, action) =>
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object_guid mustEqual PlanetSideGUID(437)
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action mustEqual 36
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action mustEqual 9
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case _ =>
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ko
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}
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}
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"encode" in {
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val msg = GenericObjectActionMessage(PlanetSideGUID(437), 36)
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val msg = GenericObjectActionMessage(PlanetSideGUID(437), 9)
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val pkt = PacketCoding.EncodePacket(msg).require.toByteVector
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pkt mustEqual string
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