| ClientPack/ClientToMapServer/CA2_Interaction/QueryFamilyBossHurt | 补丁 | 查看 | 原始文档 | blame | 历史 | |
| ClientPack/ClientToMapServer/CA2_Interaction/QueryFamilyBossHurt.des | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| ClientPack/ClientToMapServer/CA2_Interaction/QueryFamilyBossHurt.h | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| ServerPack/MapServerPack/HA7_Interaction/FamilyBossHurtList | 补丁 | 查看 | 原始文档 | blame | 历史 | |
| ServerPack/MapServerPack/HA7_Interaction/FamilyBossHurtList.des | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| ServerPack/MapServerPack/HA7_Interaction/FamilyBossHurtList.h | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
ClientPack/ClientToMapServer/CA2_Interaction/QueryFamilyBossHurt
ClientPack/ClientToMapServer/CA2_Interaction/QueryFamilyBossHurt.des
New file @@ -0,0 +1 @@ A2 28 查询仙盟抢Boss伤血列表 #tagCMQueryFamilyBossHurt ClientPack/ClientToMapServer/CA2_Interaction/QueryFamilyBossHurt.h
New file @@ -0,0 +1,9 @@ // A2 28 查询仙盟抢Boss伤血列表 #tagCMQueryFamilyBossHurt struct tagCMQueryFamilyBossHurt { tagHead Head; DWORD ObjID; DWORD NPCID; BYTE QueryType; // 0-实时仙盟伤血,1-历史仙盟伤血,2-实时玩家伤血,3-历史玩家伤血 }; ServerPack/MapServerPack/HA7_Interaction/FamilyBossHurtList
ServerPack/MapServerPack/HA7_Interaction/FamilyBossHurtList.des
New file @@ -0,0 +1 @@ A7 15 通知仙盟抢Boss伤血信息 #tagMCFamilyBossHurtList ServerPack/MapServerPack/HA7_Interaction/FamilyBossHurtList.h
New file @@ -0,0 +1,25 @@ // A7 15 通知仙盟抢Boss伤血信息 #tagMCFamilyBossHurtList struct tagMCFamilyBossHurt { DWORD FamilyID; // 所属仙盟ID DWORD HurtID; // 伤血的ID, 根据伤血类型表示不同的ID, 如仙盟ID或玩家ID BYTE NameLen; char HurtName[NameLen]; DWORD HurtValue; // 累计伤血,求余1亿的值 DWORD HurtValueEx; // 累计伤血,整除1亿的值 }; struct tagMCFamilyBossHurtList { tagHead Head; DWORD ObjID; DWORD NPCID; BYTE HurtType; // 0-实时仙盟伤血,1-历史仙盟伤血,2-实时玩家伤血,3-历史玩家伤血 BYTE IsSort; // 是否排序过的,一般boss被击杀后会统一同步一次排序过的最终结果,其他情况下客户端自己排序 WORD HurtCount; // 伤血个数 tagMCFamilyBossHurt HurtList[HurtCount]; // 伤血列表 };