Here are some more Mercenary related opcodes for SoD and UF:
SoD
Code:
OP_MercenaryDataUpdate=0x0786 #
OP_MercenaryCommand=0x167b #
OP_MercenarySuspendRequest=0x05f1 #
OP_MercenarySuspendResponse=0x57f2 #
OP_MercenaryDataUpdateRequest=0x390c #
Underfoot
Code:
OP_MercenaryDataUpdate=0x57f2 #
OP_MercenaryCommand=0x6c36 #
OP_MercenarySuspendRequest=0x3c58 #
OP_MercenarySuspendResponse=0x4b82 #
OP_MercenaryDataUpdateRequest=0x05f1 #
I will try to get some basic packet handling added for these and the code actually supporting them can be added later once more merc stuff is in place.
Also, it looks like OP_MercenaryAssign may actually just be OP_WeaponEquip1 according to the info I can find in my last collects. It is the same size packet and seems like the same struct. If we can verify this, it is one less thing to deal with for merc stuff.
Code:
// 0x7404 - OP_MercenaryAssign (Same packet as NoMercenaryHired_Struct?) [Server->Client]
struct MercenaryAssign_Struct {
/*0000*/ int32 MercEntityID; // Seen 0 (no merc spawned) or 615843841 and 22779137
/*0004*/ int32 MercUnk01; //
/*0008*/ int32 MercUnk02; //
/*0012*/
};
Code:
[OPCode: 0x7404] OP_WeaponEquip1 [Server->Client] [Size: 12]
000 | a4 59 00 00 01 00 00 00 8a 2b 00 00 | .Y.......+..
[OPCode: 0x7404] OP_WeaponEquip1 [Server->Client] [Size: 12]
000 | a4 59 00 00 00 00 00 00 dd 2a 00 00 | .Y.......*..