Open ghost opened 2 years ago
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If you're on retail and ever notice that some zones sit on a black screen a little longer than others when you zone in, this is why.
neat!
@zach2good Interesting CI fail on this for checks, need to tolower/upper the fields for checkboxes.
Incredibly useful information you've been posting. Thank you.
This is pretty huge, and I've noticed in several caps that even SE doesn't leverage this. Would be interesting to check modern day caps for this implementation.
EDIT: Doesn't leverage in all cases
One oddity I noticed when trying to datamine this is that, I think it's the mog house case, when you enter a mog house, the required entity count for the associated zone might be non-zero, but there are no actual corresponding entities. The client may have something to bypass this check when entering a mog house.
One oddity I noticed when trying to datamine this is that, I think it's the mog house case, when you enter a mog house, the required entity count for the associated zone might be non-zero, but there are no actual corresponding entities. The client may have something to bypass this check when entering a mog house.
likely because the mog house isn't its own "real" zone, and counts as wherever you entered from for most purposes such as cs events and messages.
I affirm:
Describe the feature
The zone-in packet contains a counter value that indicates how many specially-marked entity packets need to be received before the client can continue on after the zone-in.
Packet
0x00A
:U16 @ 0xAC
Existing code:
ref<uint8>(0xAC) = csid > 0 ? 0x01 : 0x00; // if 0x01 then pause between zone
Packet
0x00E
:bit 0 @ 0x1A
Relevant code:
ref<uint16>(0x1A) = PEntity->m_TargID << 1;
(that bit 0 is where this flag lives)AFAIR entities like the ships always have this bit set.
If you're on retail and ever notice that some zones sit on a black screen a little longer than others when you zone in, this is why.