Quote:
Originally Posted by Haynar
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If you use hex-rays to make pseudocode, you can find
Code:
int8 type; //slashing, etc. 231 (0xE7) for spells
some places where there are checks for the type to be less than 0xE7, which would indicate combat based types. And I have been following the handling of those through the code. Or attempting that is.
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I've never seen any value other than queues for debug string text messages (slash, crush, hit, etc) on that value in the combat structure. There actually used to be two types, one for each hand. That's how one of the nodelay kill hacks worked, because the offhand data in the struct was still very much present in client/server, just not used. So people were able to spoof combat packets to hit at 0 delay with an empty offhand. Now that's split up between attack1Struct and attack2Struct, I'm not overly certain that anyone has bothered mapping them out aside from the Forever-Hacking crew.
Did any type of fling effect ever get corrected on EQEMU? I tend to recall Grieg Veneficus, and Cazic-Thule always throwing people north. PlayerPosCode has always been padded, and there is data after the x/y/z values -- goofing off with them before I was a GM on ProjectEQ, (keeping length at 22 total) moved me all over the place.