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Found 3 results

  1. As I can see in Mangos sources, PLAYER_BYTES only sets in SpellHandler.cpp. Have I missed something ? Where this field sets for send response as SMSG_OBJECT_UPDATE ?
  2. Does this fields enough for Player spawn (2.4.3)? ObjectField.GUID, ObjectField.TYPE, ObjectField.SCALE_X, UnitField.HEALTH, UnitField.POWER1, UnitField.POWER2, UnitField.POWER3, UnitField.POWER4, UnitField.POWER5, UnitField.MAXHEALTH, UnitField.MAXPOWER1, UnitField.MAXPOWER2, UnitField.MAXPOWER3, UnitField.MAXPOWER4, UnitField.MAXPOWER5, UnitField.LEVEL, UnitField.FACTIONTEMPLATE, UnitField.BYTES_0, UnitField.FLAGS, UnitField.BASEATTACKTIME, UnitField.BOUNDINGRADIUS, UnitField.COMBATREACH, UnitField.DISPLAYID, UnitField.NATIVEDISPLAYID, UnitField.MOUNTDISPLAYID, UnitField.MINDAMAGE, UnitField.MAXDAMAGE, UnitField.MINOFFHANDDAMAGE, UnitField.MAXOFFHANDDAMAGE, UnitField.BYTES_1, UnitField.MOD_CAST_SPEED, UnitField.STAT0, UnitField.STAT1, UnitField.STAT2, UnitField.STAT3, UnitField.STAT4, UnitField.RESISTANCE_FIRE, UnitField.RESISTANCE_NATURE, UnitField.RESISTANCE_FROST, UnitField.RESISTANCE_SHADOW, UnitField.RESISTANCE_ARCANE, UnitField.BASE_MANA, UnitField.BYTES_2, UnitField.ATTACK_POWER, UnitField.ATTACK_POWER_MODS, UnitField.RANGED_ATTACK_POWER, UnitField.RANGED_ATTACK_POWER_MODS, UnitField.MINRANGEDDAMAGE, UnitField.MAXRANGEDDAMAGE, PlayerField.FLAGS, PlayerField.BYTES_1, PlayerField.BYTES_2, PlayerField.BYTES_3, PlayerField.XP, PlayerField.NEXT_LEVEL_XP, PlayerField.CHARACTER_POINTS1, PlayerField.CHARACTER_POINTS2, PlayerField.BLOCK_PERCENTAGE, PlayerField.DODGE_PERCENTAGE, PlayerField.PARRY_PERCENTAGE, PlayerField.CRIT_PERCENTAGE, PlayerField.REST_STATE_EXPERIENCE, PlayerField.COINAGE
  3. Well, currently I'm in researching of structure of this packet. If I understand it correctly, the structure is (pseudocode below): # Header data uint32 count (count of what? updating objects?) uint8 hasTransport uint8 updateType (UPDATETYPE_CREATE_OBJECT2 for Player and Unit) uint64 guid uint8 objectType (Player, Unit, Container, Item etc) # Movement data, including current object position and speed data (for Player and Unit) uint32 flags (movement flags like MOVEFLAG_FORWARD, MOVEFLAG_ROOT, MOVEFLAG_FLYING etc) uint32 time (not sure but it seems it's time of doing move action) if (MOVEFLAG_ONTRANSPORT is set) { uint64 transport_guid uint32 x uint32 y uint32 z uint32 orientation } if (MOVEFLAG_SWIMMING is set) { uint32 swim_pitch } # jump data if (MOVEFLAG_FALLING is set) { uint32 time (not sure what mean this duplicated param) uint32 velocity uint32 sin uint32 cos uint32 xy_speed } if (MOVEFLAG_SPLINE_ELEVATION is set) { uint32 spline_elevation_unk (setted to 0.0, not sure about this param) } if (Unit) { # default speed uint32 speed_walk uint32 speed_run uint32 speed_run_back uint32 speed_swim uint32 speed_swim_back uint32 speed_flight uint32 speed_flight_back uint32 speed_turn } # miscellaneous data uint32 is_player uint32 attack_cycle (not sure about this param) uint32 timer_id (wtf?) uint64 victim_guid (it seems this param also for Unit or Player) # And at the end of packet update blocks data, contains fields like GUID, POWER1, MAXHEALTH, FACTIONTEMPLATE, BYTES_1 etc Does this structure is correct for 2.4.3 ?

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