diff --git a/index.html b/index.html index 5265699..d82a5b0 100644 --- a/index.html +++ b/index.html @@ -1556,6 +1556,29 @@

Payload

+ +
+

0xf754c8fe:0x19

+
Type: 0xf754c8fe:0x19 [from server]
+

+ This packet type has been observed, and its payload structure is + believed to be understood. However, its function is as of yet + uncertain. +

+

Payload

+
+
Subtype (int)
+
+

+ Always 0x08. +

+
+
Unknown (int)
+
+ Values of 0, 2, 3, and 4 observed. +
+
+
@@ -1768,99 +1791,218 @@

Payload

fired, it gets its own ID.

-
Unknown (int)
+
Struct type (int)

- Before v2.3.0, observed values included 0, 1, 4, and 8. It - appeared to relate to beams fired by different sides? -

-

+ 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

-
Damage? (int)
-
-

- This is believed to be the amount of damage inflicted by the - beam. Appears to always be a multiple of 100. -

-
-
Beam port index (int)
+
Struct type 0/1/4
- All ships that can fire beams have beam ports. These are - defined in vesselData.xml as - <beam_port> 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. -
-
Origin object type (int)
-
-

- Indicates the type of object that fired the beam. -

-
-
Target object type (int)
-
-

- Indicates the type of object that was struck by the beam. -

-
-
Unknown (int) (v2.3 or later)
-
-

- This field is present in v2.3 and later. A value of 0 has - been observed. -

-
-
Origin object ID (int)
-
-

- The ID of the object that fired the beam. -

-
-
Target object ID (int)
-
-

- The ID of the object that was struck by the beam. -

-
-
Target X coordinate (float)
-
-

- 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. -

-
-
Target Y coordinate (float)
-
-

- 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. -

+
+
Damage? (int)
+
+

+ This is believed to be the amount of damage inflicted + by the beam. Appears to always be a multiple of 100. +

+
+
Beam port index (int)
+
+ All ships that can fire beams have beam ports. These are + defined in vesselData.xml as + <beam_port> 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. +
+
Origin object type (int)
+
+

+ Indicates the type of object that fired the beam. +

+
+
Target object type (int)
+
+

+ Indicates the type of object that was struck by the + beam. +

+
+
Unknown (int) (v2.3 or later)
+
+

+ This field is present in v2.3 and later. A value of 0 + has been observed. +

+
+
Origin object ID (int)
+
+

+ The ID of the object that fired the beam. +

+
+
Target object ID (int)
+
+

+ The ID of the object that was struck by the beam. +

+
+
Target X coordinate (float)
+
+

+ 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. +

+
+
Target Y coordinate (float)
+
+

+ 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. +

+
+
Target Z coordinate (float)
+
+

+ 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. +

+
+
Targeting mode (int)
+
+

+ 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. +

+
+
-
Target Z coordinate (float)
+
Struct type 8
-

- 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. -

+
+
Unknown (int)
+
Unknown (short)
+
Unknown (short)
+
Unknown (short)
+
Unknown (short)
+
Unknown (short)
+
Unknown (short)
+
Unknown X coordinate (float)
+
+

+ Range indicates this is likely relative to the game + world rather than the ship. +

+
+
Unknown Y coordinate (float)
+
+

+ Range indicates this is likely relative to the game + world rather than the ship. +

+
+
Unknown Z coordinate (float)
+
+

+ Range indicates this is likely relative to the game + world rather than the ship. +

+
+
Unknown (int)
+
-
Targeting mode (int)
+
Struct type 9
-

- 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. -

+
+
Subtype? (int)
+
Beam port index? (int)
+
Origin object type (int)
+
Target object type (int)
+
Unknown (int)
+
Origin object ID (int)
+
+

+ The ID of the object that fired the beam. +

+
+
Target object ID (int)
+
+

+ The ID of the object that was struck by the beam. +

+
+
Target X coordinate (float)
+
+

+ 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. +

+

+ If subtype? is 9, it is an unknown world X coordinate + instead. +

+
+
Target Y coordinate (float)
+
+

+ 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. +

+

+ If subtype? is 9, it is an unknown world Y coordinate + instead. +

+
+
Target Z coordinate (float)
+
+

+ 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. +

+

+ If subtype? is 9, it is an unknown world Z coordinate + instead. +

+
+
Targeting mode (int)
+
+

+ 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. +

+
+