rjwut / ArtClientLib

NOTE: This library is being superseded by IAN: https://github.com/rjwut/ian
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Expose new values in BeamFiredPacket #22

Closed IvanSanchez closed 10 years ago

IvanSanchez commented 10 years ago

I've decoded a few more fields in the BeamFiredPacket, specially the ones related to manual firing. Changes are already on the wiki.

I think my interpretation of the float values for the manual targeting makes sense. It might be wrong without a proper 3D environment, but I suppose it's the best guess we have for now.

And, by the way, one of the fields in the npcUpdatePacket is the "rudder position".

Enjoy changing your variable names :-)

IvanSanchez commented 10 years ago

Oh, and I discovered the field that changes when a NPC surrenders :-)

rjwut commented 10 years ago

NPC surrender is committed: SHA: b12b67c3e9ab23d757b0f0f4de5a060bc96a6adc

huin commented 10 years ago

Thanks, IvanSanchez. I've made the changes in my own codebase (unrelated to ArtClientLib, other than I use the reversed engineered docs).

rjwut commented 10 years ago

Minor correction to the impact point coordinates docs: the coordinate axes were not consistent with how they are elsewhere. Relative to a vessel, the X-axis runs from port (negative) to starboard (positive), the Y-axis runs from the ventral (negative) to dorsal side (postive), and the Z-axis runs from aft (negative) to fore (positive). You had the order correct, but had Y and Z's names switched. It seems weird, I know. (Shouldn't Z be "up" and "down"?) However, the origin position for the sector is in the center, "upright" and facing "north," and they make more sense there. From that position, the ship-relative axes line up with their corresponding sector axes, and X and Y are "horizontal" and "vertical", while Z goes "in" and "out" of the screen. I'm updating the wiki to reflect this.