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https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-25 22:40:16 +00:00
No need to unpack zero-length packet structs.
Also fixed formatting and added subheading to README.md.
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14bc368073
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c1b6ae8466
@ -96,6 +96,7 @@ It's what's called a landwalker; enough of the server has been implemented to al
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To make your landwalking experience more pleasant, you can make use of a few admin commands to get around easier:
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To make your landwalking experience more pleasant, you can make use of a few admin commands to get around easier:
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### Movement commands
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* A `/speed` of around 2400 or 3000 is nice.
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* A `/speed` of around 2400 or 3000 is nice.
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* A `/jump` of about 50 will send you soaring
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* A `/jump` of about 50 will send you soaring
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* [This map](res/dong_number_map.png) (credit to Danny O) is useful for `/warp` coordinates.
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* [This map](res/dong_number_map.png) (credit to Danny O) is useful for `/warp` coordinates.
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@ -185,13 +185,13 @@ void PlayerManager::enterPlayer(CNSocket* sock, CNPacketData* data) {
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DEBUGLOG(
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DEBUGLOG(
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std::cout << "P_CL2FE_REQ_PC_ENTER:" << std::endl;
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std::cout << "P_CL2FE_REQ_PC_ENTER:" << std::endl;
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std::cout << "\tID: " << U16toU8(enter->szID) << std::endl;
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std::cout << "\tID: " << U16toU8(enter->szID) << std::endl;
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std::cout << "\tSerial: " << enter->iEnterSerialKey << std::endl;
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std::cout << "\tSerial: " << enter->iEnterSerialKey << std::endl;
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std::cout << "\tTemp: " << enter->iTempValue << std::endl;
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std::cout << "\tTemp: " << enter->iTempValue << std::endl;
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std::cout << "\tPC_UID: " << plr.PCStyle.iPC_UID << std::endl;
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std::cout << "\tPC_UID: " << plr.PCStyle.iPC_UID << std::endl;
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)
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)
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response.iID = rand();
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response.iID = rand();
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response.uiSvrTime = getTime();
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response.uiSvrTime = getTime();
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response.PCLoadData2CL.iUserLevel = 1;
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response.PCLoadData2CL.iUserLevel = 1;
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response.PCLoadData2CL.iHP = 3625; //TODO: Check player levelupdata and get this right
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response.PCLoadData2CL.iHP = 3625; //TODO: Check player levelupdata and get this right
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@ -255,10 +255,10 @@ void PlayerManager::loadPlayer(CNSocket* sock, CNPacketData* data) {
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DEBUGLOG(
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DEBUGLOG(
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std::cout << "P_CL2FE_REQ_PC_LOADING_COMPLETE:" << std::endl;
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std::cout << "P_CL2FE_REQ_PC_LOADING_COMPLETE:" << std::endl;
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std::cout << "\tPC_ID: " << complete->iPC_ID << std::endl;
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std::cout << "\tPC_ID: " << complete->iPC_ID << std::endl;
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)
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)
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response.iPC_ID = complete->iPC_ID;
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response.iPC_ID = complete->iPC_ID;
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sock->sendPacket((void*)&response, P_FE2CL_REP_PC_LOADING_COMPLETE_SUCC, sizeof(sP_FE2CL_REP_PC_LOADING_COMPLETE_SUCC));
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sock->sendPacket((void*)&response, P_FE2CL_REP_PC_LOADING_COMPLETE_SUCC, sizeof(sP_FE2CL_REP_PC_LOADING_COMPLETE_SUCC));
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}
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}
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@ -520,12 +520,12 @@ void PlayerManager::gotoPlayer(CNSocket* sock, CNPacketData* data) {
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DEBUGLOG(
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DEBUGLOG(
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std::cout << "P_CL2FE_REQ_PC_GOTO:" << std::endl;
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std::cout << "P_CL2FE_REQ_PC_GOTO:" << std::endl;
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std::cout << "\tX: " << gotoData->iToX << std::endl;
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std::cout << "\tX: " << gotoData->iToX << std::endl;
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std::cout << "\tY: " << gotoData->iToY << std::endl;
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std::cout << "\tY: " << gotoData->iToY << std::endl;
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std::cout << "\tZ: " << gotoData->iToZ << std::endl;
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std::cout << "\tZ: " << gotoData->iToZ << std::endl;
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)
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)
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response.iX = gotoData->iToX;
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response.iX = gotoData->iToX;
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response.iY = gotoData->iToY;
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response.iY = gotoData->iToY;
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response.iZ = gotoData->iToZ;
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response.iZ = gotoData->iToZ;
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@ -541,12 +541,12 @@ void PlayerManager::setSpecialPlayer(CNSocket* sock, CNPacketData* data) {
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DEBUGLOG(
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DEBUGLOG(
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std::cout << "P_CL2FE_GM_REQ_PC_SET_VALUE:" << std::endl;
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std::cout << "P_CL2FE_GM_REQ_PC_SET_VALUE:" << std::endl;
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std::cout << "\tPC_ID: " << setData->iPC_ID << std::endl;
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std::cout << "\tPC_ID: " << setData->iPC_ID << std::endl;
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std::cout << "\tSetValueType: " << setData->iSetValueType << std::endl;
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std::cout << "\tSetValueType: " << setData->iSetValueType << std::endl;
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std::cout << "\tSetValue: " << setData->iSetValue << std::endl;
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std::cout << "\tSetValue: " << setData->iSetValue << std::endl;
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)
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)
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response.iPC_ID = setData->iPC_ID;
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response.iPC_ID = setData->iPC_ID;
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response.iSetValue = setData->iSetValue;
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response.iSetValue = setData->iSetValue;
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response.iSetValueType = setData->iSetValueType;
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response.iSetValueType = setData->iSetValueType;
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@ -590,7 +590,6 @@ void PlayerManager::revivePlayer(CNSocket* sock, CNPacketData* data) {
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}
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}
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void PlayerManager::enterPlayerVehicle(CNSocket* sock, CNPacketData* data) {
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void PlayerManager::enterPlayerVehicle(CNSocket* sock, CNPacketData* data) {
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sP_CL2FE_REQ_PC_VEHICLE_ON* vehicleData = (sP_CL2FE_REQ_PC_VEHICLE_ON*)data->buf;
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INITSTRUCT(sP_FE2CL_PC_VEHICLE_ON_SUCC, response);
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INITSTRUCT(sP_FE2CL_PC_VEHICLE_ON_SUCC, response);
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PlayerView plrv = PlayerManager::players[sock];
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PlayerView plrv = PlayerManager::players[sock];
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@ -608,7 +607,6 @@ void PlayerManager::enterPlayerVehicle(CNSocket* sock, CNPacketData* data) {
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}
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}
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void PlayerManager::exitPlayerVehicle(CNSocket* sock, CNPacketData* data) {
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void PlayerManager::exitPlayerVehicle(CNSocket* sock, CNPacketData* data) {
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sP_CL2FE_REQ_PC_VEHICLE_OFF* vehicleData = (sP_CL2FE_REQ_PC_VEHICLE_OFF*)data->buf;
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INITSTRUCT(sP_FE2CL_PC_VEHICLE_OFF_SUCC, response);
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INITSTRUCT(sP_FE2CL_PC_VEHICLE_OFF_SUCC, response);
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PlayerView plrv = PlayerManager::players[sock];
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PlayerView plrv = PlayerManager::players[sock];
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