need a full list of raknet offsets

Snagg

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CLEO:
0C0D: struct 29@ offset 36  size 4 = 0  // float fMoveSpeed[x];
0C0D: struct 29@ offset 40  size 4 = 0 // float fMoveSpeed[y]
0C0D: struct 29@ offset 44  size 4 = 0 // float fMoveSpeed[z];


like the above but full list of every packet with their structures and offsets
@DonHomka
 
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Реакции: AnWu

pipsqueak

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Бубликов И.И

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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Use structures from SAMPFUNCS and calculate offsets
 

Carfentanil

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36
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Код:
PACKET_NAME = id | Local data offset

PARAM_BITSTREAM = 02
PARAM_PACKETID = 1
PARAM_PRIORITY = 2
PARAM_RELIABILITY = 3
PARAM_ORDERINGCHANNEL = 4
PARAM_SHIFTTIMESTAMP = 5
0
BS_TYPE_BYTE = 0
BS_TYPE_BOOL = 1
BS_TYPE_SHORT = 2
BS_TYPE_INT = 3
BS_TYPE_FLOAT = 4
BS_TYPE_ARRAY = 5
BS_TYPE_BITSTREAM = 6

PACKET_PLAYER_SYNC = 207 | +55
// struct stOnFootData ( size =68)
// uint16_t sLeftRightKeys;
// uint16_t sUpDownKeys;+2
// uint16_t sKeys;+4
// float fPosition[3];+6
// float fQuaternion[4];+18
// uint8_t byteHealth;+34
// uint8_t byteArmor;+35
// uint8_t byteCurrentWeapon;+36
// uint8_t byteSpecialAction;+37
// float fMoveSpeed[3];+38
// float fSurfingOffsets[3];+50
// uint16_t sSurfingVehicleID;+62
// uint16_t iCurrentAnimationID;+64
// uint16_t AnimFlags;+66


PACKET_MARKERS_SYNC = 208
//struct stMarkersSync ( size =25)
//int i;+0
//int iNumberOfPlayers;+4
//DWORD playerID;+8
//short sPos[3];+10
//bool bIsPlayerActive;+24

PACKET_UNOCCUPIED_SYNC = 209
//struct stUnoccupiedData ( size =67)
//int16_t sVehicleID;+0
//uint8_t byteSeatID;+2
//float fRoll[3];+3
//float fDirection[3];+15
//float fPosition[3];+27
//float fMoveSpeed[3];+39
//float fTurnSpeed[3];+51
//float fHealth;+63

PACKET_TRAILER_SYNC = 210 | +147
//struct stTrailerData ( size =54)
//uint16_t sTrailerID;+0
//float fDirection[3];+2
//float fRoll[3];+14
//float fPosition[3];+26
//float fSpeed[3];+38
//uint32_t pad;+50


PACKET_PASSENGER_SYNC = 211 | +123
//struct stPassengerData ( size =24)
//uint16_t sVehicleID;+0
//uint8_t byteSeatID;+2
//uint8_t byteCurrentWeapon;+3
//uint8_t byteHealth;+4
//uint8_t byteArmor;+5
//uint16_t sLeftRightKeys;+6
//uint16_t sUpDownKeys;+8
//uint16_t sKeys;+10
//float fPosition[3];+12

PACKET_AIM_SYNC = 203 | + 24
// struct stAimData ( size =31)
//BYTE byteCamMode;+0
//float vecAimf1[3];+1
//float vecAimPos[3];+13
//float fAimZ;+25
//BYTE byteCamExtZoom :6;+29
//BYTE bUnk;+30

PACKET_VEHICLE_SYNC = 200 | +201
// struct stInCarData ( size =63)
// uint16_t sVehicleID;
// uint16_t sLeftRightKeys;+2
// uint16_t sUpDownKeys;+4
// uint16_t sKeys;+6
// float fQuaternion[4];+8
// float fPosition[3];+24
// float fMoveSpeed[3];+36
// float fVehicleHealth;+48
// uint8_t bytePlayerHealth;+52
// uint8_t byteArmor;+53
// uint8_t byteCurrentWeapon;+54
// uint8_t byteSiren;+55
// uint8_t byteLandingGearState;+56
// uint16_t sTrailerID;+57
// float fTrainSpeed;+59

PACKET_WEAPONS_UPDATE = 215
//struct stWeaponData ( size =6\2\10)
//int16_t iTargetID;+0
//uint8_t slot;+2
//uint8_t weapon;+3
//int16_t ammo;+4

PACKET_STATS_UPDATE = 216
//struct stStatsData ( size =6)
//int iMoney;+0
//WORD wAmmo;+4

PACKET_BULLET_SYNC = 206
//struct stBulletSync ( size =40)
//BYTE bHitType;+0
//short iHitID;+1
//float fBullFrom[3];+3
//float fBullTo[3];+15
//float fBodyOfsset[3];+27
//BYTE bWeaponID;+39

PACKET_SPECTATOR_DATA = 212
//struct stSpectatorData (size = 20)
// uint16_t sLeftRightKeys;
// uint16_t sUpDownKeys;+2
// uint16_t sKeys;+4
// float fPosition[3];+6 //10 //14