33 lines
1.8 KiB
Go
33 lines
1.8 KiB
Go
package methods
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//
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// IGameSceneToClient_SyncPlayerFallingDownState(68467726). isEnter=false is the explicit
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// exit from the knocked-out state whose HUD is the "昏迷" bar. Used by the revive endpoint;
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// nothing else on this server drives the FallingDown flow.
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//
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//
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// SyncUnitOccur(68870482) — UX.Game.IGameSceneToClient.SyncUnitOccur(UInt64, UInt32, Single,
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// UXVector3, Single). Signature read off the native method name in Auto.Client.dll:
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// NativeMethodInfoPtr_SyncUnitOccur_Public_Virtual_New_Void_UInt64_UInt32_Single_UXVector3_Single_0
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// The reference private server sends this right after SyncRaidBattleUnitAgent; it announces the
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// unit "occurring" in the world and carries the spawn transform.
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//
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//
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// SyncBattleAiS(68555063) — the switch that moves a unit's behaviour tree onto the combat tree.
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// This is the third of the four engagement packets and the one that was missing. LockTarget
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// gives the unit a target and FightEdict gives it the attack token, but neither leaves idle:
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// the native side flips BaseUnit.set_IsBattleAiS and that is what selects CombatBehaviorTree
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// over the idle/ambient tree. Without it a spawned enemy stands still even though it is
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// hostile and locked on.
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// Field layout matches the donor build (7k-v0.4 GameRouter.EnemyAi.cs:143): agentId + bool.
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//
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//
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// Scene weapon snapshot used by SyncSpiritWeaponDetail. Unlike the persistent WeaponData stored in
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// PlayerInfo, WeaponDetail has five scene-source fields in front of the common weapon payload.
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//
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//
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// Atomic client WeaponManager hydration. The client must receive this before a switch action:
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// SyncSpiritSwitchWeaponAction only selects an instance already present in CurrWeaponSlots.
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//
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// Client -> GameScene AskSwitchWeapon(int index), zero-based.
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// Client -> GameScene AskUseSkill / AskClientUseCommonSkill.
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