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More work on #83, added stuff for #105
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rjwut committed Apr 5, 2018
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Expand Up @@ -1556,6 +1556,29 @@ <h4>Payload</h4>
</dd>
</dl>
</section>

<section id="0xf754c8fe_0x19">
<h3><code>0xf754c8fe</code>:<code>0x19</code></h3>
<div class="pkt-props">Type: <code>0xf754c8fe</code>:<code>0x19</code> [from <span>server</span>]</div>
<p>
This packet type has been observed, and its payload structure is
believed to be understood. However, its function is as of yet
uncertain.
</p>
<h4>Payload</h4>
<dl>
<dt>Subtype (int)</dt>
<dd>
<p>
Always <code>0x08</code>.
</p>
</dd>
<dt>Unknown (int)</dt>
<dd>
Values of 0, 2, 3, and 4 observed.
</dd>
</dl>
</section>
</section>

<section id="pkt-a">
Expand Down Expand Up @@ -1768,99 +1791,218 @@ <h4>Payload</h4>
fired, it gets its own ID.
</p>
</dd>
<dt>Unknown (int)</dt>
<dt>Struct type (int)</dt>
<dd>
<p>
Before v2.3.0, observed values included 0, 1, 4, and 8. It
appeared to relate to beams fired by different sides?
</p>
<p>
Before v2.3.0, observed values included 0, 1, 4, and 8.
Starting with v2.3.0, the only observed value thus far is 9.
The value of this property affects what other properties are
present
</p>
</dd>
<dt>Damage? (int)</dt>
<dd>
<p>
This is believed to be the amount of damage inflicted by the
beam. Appears to always be a multiple of 100.
</p>
</dd>
<dt>Beam port index (int)</dt>
<dt>Struct type 0/1/4</dt>
<dd>
All ships that can fire beams have beam ports. These are
defined in <code>vesselData.xml</code> as
<code>&lt;beam_port&gt;</code> entries. This value gives the
index of the beam port on the originating ship that fired the
beam. This value is zero-based; thus, vessels that only have
one beam port will always give 0 for this value.
</dd>
<dt><a href="#enum-object-type">Origin object type</a> (int)</dt>
<dd>
<p>
Indicates the type of object that fired the beam.
</p>
</dd>
<dt><a href="#enum-object-type">Target object type</a> (int)</dt>
<dd>
<p>
Indicates the type of object that was struck by the beam.
</p>
</dd>
<dt>Unknown (int) (v2.3 or later)</dt>
<dd>
<p>
This field is present in v2.3 and later. A value of 0 has
been observed.
</p>
</dd>
<dt>Origin object ID (int)</dt>
<dd>
<p>
The ID of the object that fired the beam.
</p>
</dd>
<dt>Target object ID (int)</dt>
<dd>
<p>
The ID of the object that was struck by the beam.
</p>
</dd>
<dt>Target X coordinate (float)</dt>
<dd>
<p>
The X coordinate (relative to the center of the target) of
the impact point. This is used to determine the endpoint for
drawing the beam. A negative value means an impact on the
target's starboard (right) side; a positive value means an
impact on the target's port (left) side.
</p>
</dd>
<dt>Target Y coordinate (float)</dt>
<dd>
<p>
The Y coordinate (relative to the center of the target) of
the impact point. This is used to determine the endpoint for
drawing the beam. A negative value means an impact on the
target's ventral (bottom) side; a positive value means an
impact on the target's dorsal (top) side.
</p>
<dl>
<dt>Damage? (int)</dt>
<dd>
<p>
This is believed to be the amount of damage inflicted
by the beam. Appears to always be a multiple of 100.
</p>
</dd>
<dt>Beam port index (int)</dt>
<dd>
All ships that can fire beams have beam ports. These are
defined in <code>vesselData.xml</code> as
<code>&lt;beam_port&gt;</code> entries. This value gives
the index of the beam port on the originating ship that
fired the beam. This value is zero-based; thus, vessels
that only have one beam port will always give 0 for this
value.
</dd>
<dt><a href="#enum-object-type">Origin object type</a> (int)</dt>
<dd>
<p>
Indicates the type of object that fired the beam.
</p>
</dd>
<dt><a href="#enum-object-type">Target object type</a> (int)</dt>
<dd>
<p>
Indicates the type of object that was struck by the
beam.
</p>
</dd>
<dt>Unknown (int) (v2.3 or later)</dt>
<dd>
<p>
This field is present in v2.3 and later. A value of 0
has been observed.
</p>
</dd>
<dt>Origin object ID (int)</dt>
<dd>
<p>
The ID of the object that fired the beam.
</p>
</dd>
<dt>Target object ID (int)</dt>
<dd>
<p>
The ID of the object that was struck by the beam.
</p>
</dd>
<dt>Target X coordinate (float)</dt>
<dd>
<p>
The X coordinate (relative to the center of the
target) of the impact point. This is used to determine
the endpoint for drawing the beam. A negative value
means an impact on the target's starboard (right)
side; a positive value means an impact on the target's
port (left) side.
</p>
</dd>
<dt>Target Y coordinate (float)</dt>
<dd>
<p>
The Y coordinate (relative to the center of the
target) of the impact point. This is used to determine
the endpoint for drawing the beam. A negative value
means an impact on the target's ventral (bottom) side;
a positive value means an impact on the target's
dorsal (top) side.
</p>
</dd>
<dt>Target Z coordinate (float)</dt>
<dd>
<p>
The Z coordinate (relative to the center of the
target) of the impact point. This is used to determine
the endpoint for drawing the beam. A negative value
means an impact on the target's aft (rear) side; a
positive value means an impact on the target's forward
(front) side.
</p>
</dd>
<dt><a href="#enum-targeting-mode">Targeting mode</a> (int)</dt>
<dd>
<p>
Indicates whether the beam was auto- or
manually-fired. If the beam was auto-fired, the target
X/Y/Z will be 0,0,0.
</p>
</dd>
</dl>
</dd>
<dt>Target Z coordinate (float)</dt>
<dt>Struct type 8</dt>
<dd>
<p>
The Z coordinate (relative to the center of the target) of
the impact point. This is used to determine the endpoint for
drawing the beam. A negative value means an impact on the
target's aft (rear) side; a positive value means an impact
on the target's forward (front) side.
</p>
<dl>
<dt>Unknown (int)</dt>
<dt>Unknown (short)</dt>
<dt>Unknown (short)</dt>
<dt>Unknown (short)</dt>
<dt>Unknown (short)</dt>
<dt>Unknown (short)</dt>
<dt>Unknown (short)</dt>
<dt>Unknown X coordinate (float)</dt>
<dd>
<p>
Range indicates this is likely relative to the game
world rather than the ship.
</p>
</dd>
<dt>Unknown Y coordinate (float)</dt>
<dd>
<p>
Range indicates this is likely relative to the game
world rather than the ship.
</p>
</dd>
<dt>Unknown Z coordinate (float)</dt>
<dd>
<p>
Range indicates this is likely relative to the game
world rather than the ship.
</p>
</dd>
<dt>Unknown (int)</dt>
</dl>
</dd>
<dt><a href="#enum-targeting-mode">Targeting mode</a> (int)</dt>
<dt>Struct type 9</dt>
<dd>
<p>
Indicates whether the beam was auto- or manually-fired. If
the beam was auto-fired, the target X/Y/Z will be 0,0,0.
</p>
<dl>
<dt>Subtype? (int)</dt>
<dt>Beam port index? (int)</dt>
<dt><a href="#enum-object-type">Origin object type</a> (int)</dt>
<dt><a href="#enum-object-type">Target object type</a> (int)</dt>
<dt>Unknown (int)</dt>
<dt>Origin object ID (int)</dt>
<dd>
<p>
The ID of the object that fired the beam.
</p>
</dd>
<dt>Target object ID (int)</dt>
<dd>
<p>
The ID of the object that was struck by the beam.
</p>
</dd>
<dt>Target X coordinate (float)</dt>
<dd>
<p>
If subtype? is any value other than 9, this is the X
coordinate (relative to the center of the target) of the
impact point. This is used to determine the endpoint for
drawing the beam. A negative value means an impact on
the target's starboard (right) side; a positive value
means an impact on the target's port (left) side.
</p>
<p>
If subtype? is 9, it is an unknown world X coordinate
instead.
</p>
</dd>
<dt>Target Y coordinate (float)</dt>
<dd>
<p>
If subtype? is any value other than 9, this is the Y
coordinate (relative to the center of the target) of the
impact point. This is used to determine the endpoint for
drawing the beam. A negative value means an impact on
the target's ventral (bottom) side; a positive value
means an impact on the target's dorsal (top) side.
</p>
<p>
If subtype? is 9, it is an unknown world Y coordinate
instead.
</p>
</dd>
<dt>Target Z coordinate (float)</dt>
<dd>
<p>
If subtype? is any value other than 9, this is the Z
coordinate (relative to the center of the target) of the
impact point. This is used to determine the endpoint for
drawing the beam. A negative value means an impact on
the target's aft (rear) side; a positive value means an
impact on the target's forward (front) side.
</p>
<p>
If subtype? is 9, it is an unknown world Z coordinate
instead.
</p>
</dd>
<dt><a href="#enum-targeting-mode">Targeting mode</a> (int)</dt>
<dd>
<p>
Indicates whether the beam was auto- or
manually-fired. If the beam was auto-fired, the target
X/Y/Z will be 0,0,0.
</p>
</dd>
</dl>
</dd>
</dl>
</section>
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