Documentation ¶
Index ¶
Constants ¶
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Variables ¶
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Functions ¶
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Types ¶
type LobbyPlayer ¶
type RoomAction ¶
type RoomAction struct { ActionType byte Rotation *RoomActionRotation `struct-if:"ActionType == 0"` PositionAbs *RoomActionRotation `struct-if:"ActionType == 4"` PositionRel *RoomActionRotation `struct-if:"ActionType == 6"` Emote *common.PString `struct-if:"ActionType == 7"` Departure *uint32 `struct-if:"ActionType == 8"` }
type RoomActionPosition ¶
type RoomActionPosition struct {
X, Y, Z float32
}
type RoomActionRotation ¶
type RoomActionRotation struct {
Z float32
}
type RoomInfo ¶
type RoomInfo struct { PlayerCount uint32 NumHoles uint8 Unknown uint32 Course uint8 RoomType uint8 Mode uint8 Trophy uint32 Users []RoomInfoPlayer `struct:"sizefrom=UserCount"` }
Used when viewing room info in the lobby.
type RoomInfoPlayer ¶
type RoomPlayerEntry ¶
type RoomPlayerEntry struct { ConnID uint32 Nickname string `struct:"[22]byte"` GuildName string `struct:"[17]byte"` Slot uint8 PlayerFlags uint32 // (I think GM flag goes here!) TitleID uint32 CharTypeID uint32 BackgroundTypeID uint32 FrameTypeID uint32 StickerTypeID uint32 SlotTypeID uint32 CutInTypeID uint32 TitleTypeID uint32 StatusFlags RoomStatusFlag Rank uint8 Unknown uint16 GuildID uint32 GuildEmblemImage string `struct:"[12]byte"` PlayerID uint32 Unknown2 uint32 Unknown3 uint8 // <-- suspect, this may not be in the right place LoungeState uint32 Unknown4 uint16 X float32 Y float32 Z float32 Angle float32 Unknown5 uint32 ShopUnknown uint32 ShopName string `struct:"[64]byte"` MascotTypeID uint32 GlobalID string `struct:"[22]byte"` Unknown6 [106]byte Guest bool `struct:"byte"` AverageScore float32 CharacterData pangya.PlayerCharacterData }
type RoomSettingsChange ¶
type RoomSettingsChange struct { Type byte RoomName *common.PString `struct-if:"Type == 0"` Password *common.PString `struct-if:"Type == 1"` RoomType *byte `struct-if:"Type == 2"` Course *byte `struct-if:"Type == 3"` NumHoles *uint8 `struct-if:"Type == 4"` HoleProgression *uint8 `struct-if:"Type == 5"` ShotTimerSeconds *uint8 `struct-if:"Type == 6"` MaxUsers *uint8 `struct-if:"Type == 7"` GameTimerMinutes *uint8 `struct-if:"Type == 8"` ArtifactID *uint32 `struct-if:"Type == 13"` NaturalWind *uint32 `struct-if:"Type == 14"` }
type RoomState ¶
type RoomState struct { Active bool Open bool ShotTimerMS uint32 GameTimerMS uint32 NumUsers uint8 MaxUsers uint8 RoomType byte NumHoles byte CurrentHole byte HoleProgression byte Course byte RoomName string RoomNumber int16 Password string OwnerConnID uint32 NaturalWind uint32 StartPlayers int GamePhase GamePhase ShotSync *ShotSyncData Holes []RoomHole ActiveConnID uint32 }
type RoomStatusFlag ¶
type RoomStatusFlag uint16
const ( RoomStateUnknown1 RoomStatusFlag = 1 << iota RoomStateUnknown2 RoomStateAway RoomStateMaster RoomStateUnknown3 RoomStateUnknown4 RoomStateUnknown5 RoomStateUnknown6 RoomStateUnknown7 RoomStateReady )
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