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PacketMovement
ltsstar edited this page Jul 15, 2012
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With the movement there is a lot of unknown to what all information is used. We also don’t know what type of coordinates LoL uses. In the debug information we find that there is talk about x, z coordinates in grids.
movement request example packet
Type | Offset | name | Description |
PacketHeader | 0 | header | Header |
uint8 | 5 | type | It looks like the type of movement (4 = normal, 1 = emotion, 10 = stop) |
float | 6 | x | Perhaps coordinates but not sure |
float | 10 | y | Perhaps coordinates but not sure |
float | 14 | z | Perhaps coordinates but not sure |
uint32 | 18 | zero | Zero byte padding |
uint8 | 22 | vectorNo | Information about the amount of paths |
uint32 | 23 | netId | The net id for whom this pad is |
uint8 | 27 | delta | If this byte is non zero then this field does not exist |
MoveVec[vectorNo] | 28 | movements | The movement stuff, but its not always formatted like, and also unknown what the bytes really mean |
Type | Offset | name | Description |
uint8 | 0 | x | x part of this coordinate |
uint8 | 1 | y | y part of this coordinate |
Its not always fitting this layout and unsure about what it all means
Type | Offset | name | Description |
GameHeader | 0 | header | Game header |
uint16 | 9 | ok | 1 if correct |
uint8 | 11 | vectorNo | Information about the amount of paths |
uint32 | 12 | netId | The net id for whom this pad is |
uint8 | 16 | delta | If this byte is non zero then this field does not exist |
MoveVec[vectorNo] | 17 | movements | The movement stuff, but its not always formatted like, and also unknown what the bytes really mean |
Type | Offset | name | Description |
PacketHeader | 0 | header | Header |
uint32 | 5 | ackNo | An identifier for the movement answer |
uint8 | 9 | ok | zero |