This commit is contained in:
2025-11-28 16:54:56 +09:00
parent 23176551b7
commit 8f18415f25
841 changed files with 67879 additions and 12265 deletions

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// See README.txt for information and build instructions.
//
// Note: START and END tags are used in comments to define sections used in
// tutorials. They are not part of the syntax for Protocol Buffers.
//
// To get an in-depth walkthrough of this file and the related examples, see:
// https://developers.google.com/protocol-buffers/docs/tutorials
// [START declaration]
syntax = "proto3";
package protocol;
option csharp_namespace = "Google.Protobuf.CES.Packet";
//import "google/protobuf/timestamp.proto";
enum Protocol{
MOVE_NEXT = 0;
MOVE_COMBINE = 1;
VOICE = 30;
VOICE_STATE = 31;
MUSIC = 40;
MUSICBox = 41;
DANCE = 50;
DANCE_ReqRoomTime = 51;
DANCE_ResRoomTime = 52;
DANCE_StateUpdate = 53;
JUMP = 70;
GUIDE = 80;
PRESENTATION_PAGE = 81;
AIM = 100;
PARTY_MOVE_MEMBER = 110;
BATTLE_MOVE = 120; // 이동,멈춤,점프...
BATTLE_AIM = 121; // 조준.
BATTLE_STATUS = 122; // 현재상태.
BATTLE_MANTLE = 123; // 기어오르기.
BATTLE_SHOOT = 130; // 총알발사.
BATTLE_DAMAGE = 131; // 피격.
BATTLE_RELOAD = 132; // 재장전
BATTLE_DODGE = 133; // 구르기
BATTLE_WEAPON_CHANGE = 134; // 무기교환
BATTLE_WEAPON_ADD = 135; // 무기추가
BATTLE_RESPAWN = 136; // 사망후 리스폰.
BATTLE_OBJECT_INTERACTION = 137; // 오브젝트 인터렉션
BATTLE_FINISHED_LODING = 138; // 인게임 로딩 끝
BATTLE_READY_TO_EXIT = 139; // 인던 나가기 전에 결과창 보는 중
BATTLE_LAUNCH_CHARACTER = 140; // 범위 타격에 의해서 날아감
BATTLE_PLAY_ANIMATION = 141; // 특정 상황에서 에니메이션 실행 할 때
BATTLE_HIT_EFFECT = 142; // 캐릭터나 사물에 이펙트 표시
MOB_AI_ATTACK = 200;
MOB_AI_MOVETO = 201;
MOB_AI_FOCUS = 202;
MOB_AI_SYNCVAR = 203;
MOB_AI_SPAWN = 204;
MOB_AI_SHOOT = 205;
MOB_AI_RELOAD = 206;
RUNNING_TRIGGER = 300;
RUNNING_ITEM = 301;
RUNNING_HURDLE_SPAWN = 302;
RUNNING_HURDLE_STATE = 303;
RUNNING_HURDLE_MOVE = 304;
RUNNING_HURDLE_TRAVAARSAL_STATE = 305;
HOST_ROOMINFO = 401; // 호스트 테스트용 임시 패킷
REQ_HOST_ROOMINFO = 402; // 호스트 테스트용 임시 패킷
};
// [END messages]

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// See README.txt for information and build instructions.
//
// Note: START and END tags are used in comments to define sections used in
// tutorials. They are not part of the syntax for Protocol Buffers.
//
// To get an in-depth walkthrough of this file and the related examples, see:
// https://developers.google.com/protocol-buffers/docs/tutorials
// [START declaration]
syntax = "proto3";
package Packet;
//import "google/protobuf/timestamp.proto";
// [END declaration]
// [START csharp_declaration]
option csharp_namespace = "Google.Protobuf.CES.Packet";
// [END csharp_declaration]
// [START messages]
message SM_REQ_MOVE_NEXT
{
optional float px =1; //
optional float py =2; //
optional float pz =3; //
optional float ang =4; //
optional float movevalue =5; //
optional int32 start =6; // ù <20>̵<EFBFBD><CCB5≯<EFBFBD> true <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD>θ<EFBFBD> false
optional int32 move_type = 7; // <20>̵<EFBFBD>Ÿ<EFBFBD><C5B8> (<28>ȱ<EFBFBD>, <20>ٱ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ, <20>ɾƼ<C9BE><C6BC>̵<EFBFBD>)
optional int32 server_time=8; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
}
message SM_REQ_MOVE_COMBINE
{
optional float px =1; //
optional float py =2; //
optional float pz =3; //
optional float lx =4; //
optional float ly =5; //
optional float lz =6; //
optional float ang =7; //
optional int32 move_speed =8; //
optional int32 move_type = 9; // <20>̵<EFBFBD>Ÿ<EFBFBD><C5B8> (<28>ȱ<EFBFBD>, <20>ٱ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ, <20>ɾƼ<C9BE><C6BC>̵<EFBFBD>)
optional int32 start =10; // ù <20>̵<EFBFBD><CCB5≯<EFBFBD> true <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD>θ<EFBFBD> false
optional int32 server_time=11; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
}
message SM_REQ_TRACKING_TYPE
{
optional int32 type =1;
}
message SM_REQ_VOICE
{
optional int32 sampleRate = 1; //
optional int32 numchannels = 2; //
optional int32 PCMSize = 3; //
repeated int32 data = 4;
optional int32 dataSize = 5; //
}
message SM_REQ_MUSICBOX
{
optional string propguid = 1;
optional int32 sampleRate = 2; //
optional int32 numchannels = 3; //
optional int32 PCMSize = 4; //
repeated int32 data = 5;
optional int32 dataSize = 6; //
}
message SM_REQ_JUMP
{
optional float sx =1; //
optional float sy =2; //
optional float sz =3; //
optional float lx =4; //
optional float ly =5; //
optional float lz =6; //
optional float ang =7; //
optional int32 start =8; // ù <20>̵<EFBFBD><CCB5≯<EFBFBD> true <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD>θ<EFBFBD> false
optional int32 server_time=9; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
}
message SM_REQ_GUIDE
{
optional string guoup =1; //
optional int32 operatorid =2; //
optional int32 guidetype =3; //
}
message SM_REQ_PRESENTATION_PAGE
{
string pageurl =1; //
int32 pageid =2; //
}
message SM_REQ_AIM
{
optional float pitch =1; //
}
message SM_REQ_PARTY_MOVE_MEMBER
{
optional float px =1; //
optional float py =2; //
optional float pz =3; //
}
message SM_REQ_VOICE_STATE
{
optional string nickname =1; //
optional int32 state =2; //
}
message SM_REQ_DANCE_INFO
{
optional int32 danceid = 1; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD>̵<EFBFBD>
optional int32 motionid = 2; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
optional int32 dancetype = 3; // <20><><EFBFBD><EFBFBD> Ÿ<><C5B8><EFBFBD>޺<EFBFBD>
optional int64 timestamp = 4; // <20>ð<EFBFBD>
}
message SM_REQ_DANCE_ROOMTIME
{
int64 sendmytime = 1;
}
message SM_SEND_DANCE_ROOMTIME
{
int64 sendroomtime = 1;
string guid = 2;
}
message SM_SEND_DANCE_STATE
{
optional int32 state = 1;
optional int64 sendroomtime = 2;
optional int32 state01 = 3;
optional int32 state02 = 4;
optional int32 state03 = 5;
optional string str01 = 6;
optional string str02 = 7;
optional string str03 = 8;
}
//////////////////////////////////////
// <20>Ѿ<EFBFBD><D1BE><EFBFBD><EFBFBD><EFBFBD>
message SM_DATA_BATTLE_BULLET
{
optional float px =1; // <09><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
optional float py =2; //
optional float pz =3; //
optional float yaw =4; // <09><><EFBFBD><EFBFBD>
optional float pitch =5; // <20><><EFBFBD><EFBFBD>
optional int32 damage =6; // <09><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
}
message SM_DATA_WEAPON_DATA
{
int32 weapontype = 1;
int32 currentbullet = 2; // <20><><EFBFBD><EFBFBD> <20>Ѿ<EFBFBD>.
int32 maxbullet = 3; // źâ<C5BA><C3A2><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ִ<EFBFBD>ź<EFBFBD><C5BA>
}
message SM_REQ_BATTLE_MOVE
{
float px =1; //
float py =2; //
float pz =3; //
float lx =4; //
float ly =5; //
float lz =6; //
float vx =7; //
float vy =8; //
float vz =9; //
float ang =10; //
int32 move_speed =11; // <20>̵<EFBFBD><CCB5>ӵ<EFBFBD>
int32 move_type = 12; // <20>̵<EFBFBD>Ÿ<EFBFBD><C5B8> (<28>ȱ<EFBFBD>, <20>ٱ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ, <20>ɾƼ<C9BE><C6BC>̵<EFBFBD>)
int32 type =13; // <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD><EFBFBD>ȭŸ<C8AD><C5B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
float aim_yaw =14; //
float aim_pitch =15; //
int32 cur_hp=16; //
int32 shoot_type = 17; // <20>ѱ<EFBFBD><D1B1>߻<EFBFBD><DFBB><EFBFBD><EFBFBD><EFBFBD>
int32 cur_weapontype=18;// <20><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
int32 server_time=19; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
repeated SM_DATA_WEAPON_DATA weapontypes=20; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
}
// ij<><C4B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
message SM_REQ_BATTLE_STATUS
{
float px =1; //
float py =2; //
float pz =3; //
float ang =4; //
float aim_yaw =5; //
float aim_pitch =6; // ī<>޶<EFBFBD>
int32 cur_hp=7; //
int32 shoot_type = 8; // <20>ѱ<EFBFBD><D1B1>߻<EFBFBD><DFBB><EFBFBD><EFBFBD><EFBFBD>
int32 cur_weapontype=9; //<2F><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
repeated SM_DATA_WEAPON_DATA weapontypes=10; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
int32 podcarry = 11; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD><D6B4><EFBFBD>.
int32 podcount = 12; // ȹ<><C8B9><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
int32 killcount = 13;
int32 deathcount = 14;
int32 assistcount = 15;
int32 damagecount = 16;
}
// <20><><EFBFBD><EFBFBD>/<2F><><EFBFBD><EFBFBD>Ǯ<EFBFBD><C7AE>
message SM_REQ_BATTLE_AIM
{
float ang =1; // ij<><C4B3><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
float aim_yaw =2; // ī<>޶<EFBFBD>
float aim_pitch =3; // ī<>޶<EFBFBD>
int32 aim_type = 4; // <20><><EFBFBD><EFBFBD>Ÿ<EFBFBD><C5B8>
int32 move_type =5; // <20>̵<EFBFBD>Ÿ<EFBFBD><C5B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD> -- <20>߰<EFBFBD>
}
// <20>߻<EFBFBD>
message SM_REQ_BATTLE_SHOOT
{
int32 weapontype =1; // <09>߻繫<DFBB><E7B9AB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
int32 remainbullet = 2; // <20><><EFBFBD><EFBFBD> ź<><C5BA>. : currentbullet
float aim_yaw =3; // ī<>޶<EFBFBD> <20><><EFBFBD><EFBFBD>
float aim_pitch =4; // ī<>޶<EFBFBD> <20><><EFBFBD><EFBFBD>
int32 aim_type = 5; // <20><><EFBFBD><EFBFBD>Ÿ<EFBFBD><C5B8>
int32 server_time=6; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
repeated SM_DATA_BATTLE_BULLET bullets = 7; // <20>߻<EFBFBD><DFBB>Ѿ<EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϼ<EFBFBD><CFBC>ִ<EFBFBD>.
}
message SM_CHARACTER_KEY
{
int32 type = 1;
string guid = 2;
}
// <20>ǰ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ڽ<EFBFBD><DABD><EFBFBD> hp<68><70> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. -> ȣ<><C8A3>Ʈ<EFBFBD><C6AE> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>¾Ҵٰ<D2B4> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
message SM_REQ_BATTLE_DAMAGE
{
int32 damage =1; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
int32 cur_hp=2; // <20><><EFBFBD><EFBFBD> <20><>. 0<≯<EFBFBD> <20><><EFBFBD><EFBFBD>.
SM_CHARACTER_KEY attacker=3; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
SM_CHARACTER_KEY victim=4; // <20>ǰ<EFBFBD><C7B0><EFBFBD>.
int32 attack_weapon_type = 5; // <20><><EFBFBD>ݹ<EFBFBD><DDB9><EFBFBD>Ÿ<EFBFBD><C5B8>.
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
message SM_REQ_BATTLE_RELOAD
{
int32 cur_hp=1; //
int32 cur_weapontype=2; //<2F><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
int32 currentbullet = 3; // źâ<C5BA><C3A2> ź<><C5BA>
int32 maxbullet=4; // <20><><EFBFBD><EFBFBD> <20>ִ<EFBFBD>ź<EFBFBD><C5BA><EFBFBD><EFBFBD>
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
message SM_REQ_BATTLE_DODGE
{
float px =1; //
float py =2; //
float pz =3; //
float ang =4; //
int32 dir_id = 5; // <20><><EFBFBD><EFBFBD>Ÿ<EFBFBD><C5B8>
}
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
message SM_REQ_BATTLE_WEAPON_CHANGE
{
int32 cur_weapontype=1; //<2F><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
repeated SM_DATA_WEAPON_DATA weapontypes=2; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
}
// <20><><EFBFBD><EFBFBD> <20>߰<EFBFBD>
message SM_REQ_BATTLE_WEAPON_ADD
{
int32 cur_weapontype=1; //<2F><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
repeated SM_DATA_WEAPON_DATA weapontypes=2; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
}
// ij<><C4B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
message SM_REQ_BATTLE_RESPAWN
{
float px =1; //
float py =2; //
float pz =3; //
float ang =4; //
float aim_yaw =5; //
float aim_pitch =6; // ī<>޶<EFBFBD>
int32 cur_hp=7; //
int32 cur_weapontype=8; //<2F><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
repeated SM_DATA_WEAPON_DATA weapontypes=9; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD>ͷ<EFBFBD><CDB7><EFBFBD>
message SM_REQ_BATTLE_OBJECT_INTERACTION
{
int32 objecttableid=1; // <20><><EFBFBD>ͷ<EFBFBD><CDB7><EFBFBD><EFBFBD><EFBFBD> <20><>Ʋ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ Table ID
string objectguid=2; // <20><><EFBFBD>ͷ<EFBFBD><CDB7><EFBFBD><EFBFBD><EFBFBD> <20><>Ʋ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ GUID
}
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
message SM_REQ_BATTLE_MANTLE
{
float px =1; //
float py =2; //
float pz =3; //
float lx =4; //
float ly =5; //
float lz =6; //
float vx =7; //
float vy =8; //
float vz =9; //
float ang =10; //
float tx =11; //
float ty =12; //
float tz =13; //
int32 height = 14;//
}
// <20>ΰ<EFBFBD><CEB0><EFBFBD> <20>ε<EFBFBD> <20><>
message SM_REQ_BATTLE_FINISHED_LODING
{
float px =1; //
float py =2; //
float pz =3; //
float ang =4; //
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>غ<EFBFBD><D8BA><EFBFBD> : <20>δ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>â <20><><EFBFBD><EFBFBD> <20><>
message SM_REQ_BATTLE_READY_TO_EXIT
{
}
// <20><><EFBFBD><EFBFBD> Ÿ<>ݿ<EFBFBD> <20><><EFBFBD>ؼ<EFBFBD> <20><><EFBFBD>ư<EFBFBD>
message SM_REQ_BATTLE_LAUNCH_CHARACTER
{
SM_CHARACTER_KEY target=1; // <20><><EFBFBD>ư<EFBFBD><C6B0><EFBFBD> <20><><EFBFBD><EFBFBD>
float vx =2; // LaunchVelocity
float vy =3; //
float vz =4; //
int32 xyoverride = 5;//bXYOverride
int32 zoverride = 6;//bZOverride
}
// Ư<><C6AF> <20><>Ȳ<EFBFBD><C8B2><EFBFBD><EFBFBD> <20><><EFBFBD>ϸ<EFBFBD><CFB8>̼<EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><>
message SM_REQ_BATTLE_PLAY_ANIMATION
{
SM_CHARACTER_KEY target =1; // <20><><EFBFBD><EFBFBD>
int32 type = 2; //
int32 value = 3; //
}
// <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD>
message SM_REQ_BATTLE_HIT_EFFECT
{
SM_CHARACTER_KEY target =1; // <20><><EFBFBD><EFBFBD>
int32 weapontype = 2; //
int32 hiteffecttype = 3; //
float nx =4; // ImpactNormal
float ny =5; //
float nz =6; //
float px =7; // ImpactPoint
float py =8; //
float pz =9; //
}
message SM_MOB_AI_VECTOR
{
float px =1; // ImpactPoint
float py =2; //
float pz =3; //
}
message SM_MOB_AI_AGGRO
{
SM_CHARACTER_KEY target = 1;
int32 aggropoint = 2;
}
message SM_MOB_AI_SYNCDATA
{
string mobguid = 1;
int32 currentAiBehavior = 2;
int32 taskflags = 3;
SM_MOB_AI_VECTOR startLocation = 4;
SM_MOB_AI_VECTOR lastKnownLocation = 5;
SM_MOB_AI_VECTOR lastHearingLocation = 6;
SM_CHARACTER_KEY targetCharacter = 7;
SM_CHARACTER_KEY lastHearingCharacter = 8;
repeated SM_MOB_AI_AGGRO targetCharacterList = 9; //
}
message SM_MOB_AI_ATTACK
{
string mobguid = 1;
float attack_time = 2;
SM_CHARACTER_KEY targetCharacter = 3;
int32 attack_type = 4;
SM_MOB_AI_VECTOR location = 5;
}
// <20>Ѿ<EFBFBD> <20>߻<EFBFBD>.
message SM_MOB_AI_SHOOT
{
string mobguid = 1;
float aim_yaw =2; // ī<>޶<EFBFBD> <20><><EFBFBD><EFBFBD>
float aim_pitch =3; // ī<>޶<EFBFBD> <20><><EFBFBD><EFBFBD>
int32 server_time=4; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
repeated SM_DATA_BATTLE_BULLET bullets = 5; // <20>߻<EFBFBD><DFBB>Ѿ<EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϼ<EFBFBD><CFBC>ִ<EFBFBD>.
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
message SM_MOB_AI_RELOAD
{
string mobguid = 1;
}
message SM_MOB_AI_FOCUS
{
string mobguid = 1;
int32 focus = 2;
SM_CHARACTER_KEY targetCharacter = 3;
}
message SM_MOB_MOVETO
{
string mobguid = 1;
int32 targetType = 2;
SM_MOB_AI_VECTOR tagetLocation = 3;
float radius = 4;
int32 stop = 5;
float moveSpeed = 6;
}
message SM_MOB_SPAWN
{
string mobguid = 1;
int32 mob_type = 2;
SM_MOB_AI_VECTOR location = 3;
float angle = 4;
string anchorguid = 5;
}
message SM_RUNNING_TRIGGER
{
string Anchor_GUID = 1;
string User_GUID = 2;
int32 server_Time = 3;
int32 hurdle_type = 4;
int32 is_triggered = 5;
// <20><><EFBFBD><EFBFBD>Ʈ Ÿ<><C5B8> <20><>ũ
int32 impact_type = 6;
float impact_x = 7;
float impact_y = 8;
float impact_z = 9;
int32 is_xy_override = 10;
int32 is_z_override = 11;
// <20><><EFBFBD><EFBFBD> Ÿ<><C5B8> <20><>ũ
int32 ragdoll_type = 12;
string ragdoll_bone_name = 13;
int32 is_partial = 14;
int32 is_moveable = 15;
}
message SM_RUNNING_ITEM
{
string Anchor_GUID = 1;
string str_item = 2;
}
message SM_RUNNING_HURDLE_SPAWN
{
string Hurdle_GUID = 1;
string class_path = 2;
float loc_x = 3;
float loc_y = 4;
float loc_z = 5;
float rot_pitch = 6;
float rot_yaw = 7;
float rot_roll = 8;
}
message SM_RUNNING_HURDLE_MOVE
{
string Hurdle_GUID = 1;
float loc_x = 2;
float loc_y = 3;
float loc_z = 4;
float rot_pitch = 5;
float rot_yaw = 6;
float rot_roll = 7;
float vel_x = 8;
float vel_y = 9;
float vel_z = 10;
}
// ȣ<><C8A3>Ʈ <20>׽<EFBFBD>Ʈ<EFBFBD><C6AE> <20>ӽ<EFBFBD> <20><>Ŷ
message SM_HOST_ROOMINFO
{
string host_guid = 1;
int64 room_starttime = 2;
}
// ȣ<><C8A3>Ʈ <20>׽<EFBFBD>Ʈ<EFBFBD><C6AE> <20>ӽ<EFBFBD> <20><>Ŷ
message SM_REQ_HOST_ROOMINFO
{
}

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// See README.txt for information and build instructions.
//
// Note: START and END tags are used in comments to define sections used in
// tutorials. They are not part of the syntax for Protocol Buffers.
//
// To get an in-depth walkthrough of this file and the related examples, see:
// https://developers.google.com/protocol-buffers/docs/tutorials
// [START declaration]
syntax = "proto3";
package protocol;
option csharp_namespace = "Google.Protobuf.CES.Packet";
//import "google/protobuf/timestamp.proto";
enum Protocol{
MOVE_NEXT = 0;
MOVE_COMBINE = 1;
VOICE = 30;
VOICE_STATE = 31;
MUSIC = 40;
MUSICBox = 41;
DANCE = 50;
DANCE_ReqRoomTime = 51;
DANCE_ResRoomTime = 52;
DANCE_StateUpdate = 53;
JUMP = 70;
//GUIDE = 80;
PRESENTATION_PAGE = 81;
AIM = 100;
PARTY_MOVE_MEMBER = 110;
BATTLE_MOVE = 120; // 이동,멈춤,점프...
BATTLE_AIM = 121; // 조준.
BATTLE_STATUS = 122; // 현재상태.
BATTLE_MANTLE = 123; // 기어오르기.
BATTLE_SHOOT = 130; // 총알발사.
BATTLE_DAMAGE = 131; // 피격.
BATTLE_RELOAD = 132; // 재장전
BATTLE_DODGE = 133; // 구르기
BATTLE_WEAPON_CHANGE = 134; // 무기교환
BATTLE_WEAPON_ADD = 135; // 무기추가
BATTLE_RESPAWN = 136; // 사망후 리스폰.
BATTLE_OBJECT_INTERACTION = 137; // 오브젝트 인터렉션
BATTLE_FINISHED_LODING = 138; // 인게임 로딩 끝
BATTLE_READY_TO_EXIT = 139; // 인던 나가기 전에 결과창 보는 중
BATTLE_LAUNCH_CHARACTER = 140; // 범위 타격에 의해서 날아감
BATTLE_PLAY_ANIMATION = 141; // 특정 상황에서 에니메이션 실행 할 때
BATTLE_HIT_EFFECT = 142; // 캐릭터나 사물에 이펙트 표시
MOB_AI_ATTACK = 200;
MOB_AI_MOVETO = 201;
MOB_AI_FOCUS = 202;
MOB_AI_SYNCVAR = 203;
MOB_AI_SPAWN = 204;
MOB_AI_SHOOT = 205;
MOB_AI_RELOAD = 206;
RUNNING_TRIGGER = 300;
RUNNING_ITEM = 301;
RUNNING_HURDLE_SPAWN = 302;
RUNNING_HURDLE_STATE = 303;
RUNNING_HURDLE_MOVE = 304;
RUNNING_HURDLE_TRAVAARSAL_STATE = 305;
RUNNING_ATTACH = 306;
HOST_ROOMINFO = 401; // 호스트 테스트용 임시 패킷
REQ_HOST_ROOMINFO = 402; // 호스트 테스트용 임시 패킷
};
// [END messages]

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@@ -0,0 +1,76 @@
// See README.txt for information and build instructions.
//
// Note: START and END tags are used in comments to define sections used in
// tutorials. They are not part of the syntax for Protocol Buffers.
//
// To get an in-depth walkthrough of this file and the related examples, see:
// https://developers.google.com/protocol-buffers/docs/tutorials
// [START declaration]
syntax = "proto3";
package protocol;
option csharp_namespace = "Google.Protobuf.CES.Packet";
//import "google/protobuf/timestamp.proto";
enum Protocol{
MOVE_NEXT = 0;
MOVE_COMBINE = 1;
VOICE = 30;
VOICE_STATE = 31;
MUSIC = 40;
MUSICBox = 41;
DANCE = 50;
DANCE_ReqRoomTime = 51;
DANCE_ResRoomTime = 52;
DANCE_StateUpdate = 53;
JUMP = 70;
//GUIDE = 80;
PRESENTATION_PAGE = 81;
AIM = 100;
PARTY_MOVE_MEMBER = 110;
BATTLE_MOVE = 120; // 이동,멈춤,점프...
BATTLE_AIM = 121; // 조준.
BATTLE_STATUS = 122; // 현재상태.
BATTLE_MANTLE = 123; // 기어오르기.
BATTLE_SHOOT = 130; // 총알발사.
BATTLE_DAMAGE = 131; // 피격.
BATTLE_RELOAD = 132; // 재장전
BATTLE_DODGE = 133; // 구르기
BATTLE_WEAPON_CHANGE = 134; // 무기교환
BATTLE_WEAPON_ADD = 135; // 무기추가
BATTLE_RESPAWN = 136; // 사망후 리스폰.
BATTLE_OBJECT_INTERACTION = 137; // 오브젝트 인터렉션
BATTLE_FINISHED_LODING = 138; // 인게임 로딩 끝
BATTLE_READY_TO_EXIT = 139; // 인던 나가기 전에 결과창 보는 중
BATTLE_LAUNCH_CHARACTER = 140; // 범위 타격에 의해서 날아감
BATTLE_PLAY_ANIMATION = 141; // 특정 상황에서 에니메이션 실행 할 때
BATTLE_HIT_EFFECT = 142; // 캐릭터나 사물에 이펙트 표시
MOB_AI_ATTACK = 200;
MOB_AI_MOVETO = 201;
MOB_AI_FOCUS = 202;
MOB_AI_SYNCVAR = 203;
MOB_AI_SPAWN = 204;
MOB_AI_SHOOT = 205;
MOB_AI_RELOAD = 206;
RUNNING_TRIGGER = 300;
RUNNING_ITEM = 301;
RUNNING_HURDLE_SPAWN = 302;
RUNNING_HURDLE_STATE = 303;
RUNNING_HURDLE_MOVE = 304;
RUNNING_HURDLE_TRAVAARSAL_STATE = 305;
RUNNING_ATTACH = 306;
RUNNING_ANCHOR_SCRIPT = 307;
RUNNING_ANCHOR_INFO = 308;
RUNNING_GRAVITY = 309;
HOST_ROOMINFO = 401; // 호스트 테스트용 임시 패킷
REQ_HOST_ROOMINFO = 402; // 호스트 테스트용 임시 패킷
};
// [END messages]

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// See README.txt for information and build instructions.
//
// Note: START and END tags are used in comments to define sections used in
// tutorials. They are not part of the syntax for Protocol Buffers.
//
// To get an in-depth walkthrough of this file and the related examples, see:
// https://developers.google.com/protocol-buffers/docs/tutorials
// [START declaration]
syntax = "proto3";
package protocol;
option csharp_namespace = "Google.Protobuf.CES.Packet";
//import "google/protobuf/timestamp.proto";
enum Protocol{
MOVE_NEXT = 0;
MOVE_COMBINE = 1;
VOICE = 30;
VOICE_STATE = 31;
MUSIC = 40;
MUSICBox = 41;
DANCE = 50;
DANCE_ReqRoomTime = 51;
DANCE_ResRoomTime = 52;
DANCE_StateUpdate = 53;
JUMP = 70;
//GUIDE = 80;
PRESENTATION_PAGE = 81;
AIM = 100;
PARTY_MOVE_MEMBER = 110;
BATTLE_MOVE = 120; // 이동,멈춤,점프...
BATTLE_AIM = 121; // 조준.
BATTLE_STATUS = 122; // 현재상태.
BATTLE_MANTLE = 123; // 기어오르기.
BATTLE_SHOOT = 130; // 총알발사.
BATTLE_DAMAGE = 131; // 피격.
BATTLE_RELOAD = 132; // 재장전
BATTLE_DODGE = 133; // 구르기
BATTLE_WEAPON_CHANGE = 134; // 무기교환
BATTLE_WEAPON_ADD = 135; // 무기추가
BATTLE_RESPAWN = 136; // 사망후 리스폰.
BATTLE_OBJECT_INTERACTION = 137; // 오브젝트 인터렉션
BATTLE_FINISHED_LODING = 138; // 인게임 로딩 끝
BATTLE_READY_TO_EXIT = 139; // 인던 나가기 전에 결과창 보는 중
BATTLE_LAUNCH_CHARACTER = 140; // 범위 타격에 의해서 날아감
BATTLE_PLAY_ANIMATION = 141; // 특정 상황에서 에니메이션 실행 할 때
BATTLE_HIT_EFFECT = 142; // 캐릭터나 사물에 이펙트 표시
MOB_AI_ATTACK = 200;
MOB_AI_MOVETO = 201;
MOB_AI_FOCUS = 202;
MOB_AI_SYNCVAR = 203;
MOB_AI_SPAWN = 204;
MOB_AI_SHOOT = 205;
MOB_AI_RELOAD = 206;
RUNNING_TRIGGER = 300;
RUNNING_ITEM = 301;
RUNNING_HURDLE_SPAWN = 302;
RUNNING_HURDLE_STATE = 303;
RUNNING_HURDLE_MOVE = 304;
RUNNING_HURDLE_TRAVAARSAL_STATE = 305;
RUNNING_ATTACH = 306;
RUNNING_ANCHOR_SCRIPT = 307;
HOST_ROOMINFO = 401; // 호스트 테스트용 임시 패킷
REQ_HOST_ROOMINFO = 402; // 호스트 테스트용 임시 패킷
};
// [END messages]

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// See README.txt for information and build instructions.
//
// Note: START and END tags are used in comments to define sections used in
// tutorials. They are not part of the syntax for Protocol Buffers.
//
// To get an in-depth walkthrough of this file and the related examples, see:
// https://developers.google.com/protocol-buffers/docs/tutorials
// [START declaration]
syntax = "proto3";
package Packet;
//import "google/protobuf/timestamp.proto";
// [END declaration]
// [START csharp_declaration]
option csharp_namespace = "Google.Protobuf.CES.Packet";
// [END csharp_declaration]
// [START messages]
message SM_REQ_MOVE_NEXT
{
optional float px =1; //
optional float py =2; //
optional float pz =3; //
optional float ang =4; //
optional float movevalue =5; //
optional int32 start =6; // ù <20>̵<EFBFBD><CCB5≯<EFBFBD> true <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD>θ<EFBFBD> false
}
message SM_REQ_MOVE_COMBINE
{
optional float px =1; //
optional float py =2; //
optional float pz =3; //
optional float lx =4; //
optional float ly =5; //
optional float lz =6; //
optional float ang =7; //
optional int32 move_speed =8; //
optional int32 start =9; // ù <20>̵<EFBFBD><CCB5≯<EFBFBD> true <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD>θ<EFBFBD> false
}
message SM_REQ_TRACKING_TYPE
{
optional int32 type =1;
}
message SM_REQ_VOICE
{
optional int32 sampleRate = 1; //
optional int32 numchannels = 2; //
optional int32 PCMSize = 3; //
repeated int32 data = 4;
optional int32 dataSize = 5; //
}
message SM_REQ_MUSICBOX
{
optional string propguid = 1;
optional int32 sampleRate = 2; //
optional int32 numchannels = 3; //
optional int32 PCMSize = 4; //
repeated int32 data = 5;
optional int32 dataSize = 6; //
}
message SM_REQ_JUMP
{
optional float sx =1; //
optional float sy =2; //
optional float sz =3; //
optional float lx =4; //
optional float ly =5; //
optional float lz =6; //
optional float ang =7; //
optional int32 start =8; // ù <20>̵<EFBFBD><CCB5≯<EFBFBD> true <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD>θ<EFBFBD> false
}
message SM_REQ_GUIDE
{
optional string guoup =1; //
optional int32 operatorid =2; //
optional int32 guidetype =3; //
}
message SM_REQ_PRESENTATION_PAGE
{
string pageurl =1; //
int32 pageid =2; //
}
message SM_REQ_AIM
{
optional float pitch =1; //
}
message SM_REQ_PARTY_MOVE_MEMBER
{
optional float px =1; //
optional float py =2; //
optional float pz =3; //
}
message SM_REQ_VOICE_STATE
{
optional string nickname =1; //
optional int32 state =2; //
}
message SM_REQ_DANCE_INFO
{
optional int32 danceid = 1; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD>̵<EFBFBD>
optional int32 motionid = 2; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
optional int32 dancetype = 3; // <20><><EFBFBD><EFBFBD> Ÿ<><C5B8><EFBFBD>޺<EFBFBD>
optional int64 timestamp = 4; // <20>ð<EFBFBD>
}
message SM_REQ_DANCE_ROOMTIME
{
int64 sendmytime = 1;
}
message SM_SEND_DANCE_ROOMTIME
{
int64 sendroomtime = 1;
string guid = 2;
}
message SM_SEND_DANCE_STATE
{
optional int32 state = 1;
optional int64 sendroomtime = 2;
optional int32 state01 = 3;
optional int32 state02 = 4;
optional int32 state03 = 5;
optional string str01 = 6;
optional string str02 = 7;
optional string str03 = 8;
}
//////////////////////////////////////
// <20>Ѿ<EFBFBD><D1BE><EFBFBD><EFBFBD><EFBFBD>
message SM_DATA_BATTLE_BULLET
{
optional float px =1; // <09><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
optional float py =2; //
optional float pz =3; //
optional float yaw =4; // <09><><EFBFBD><EFBFBD>
optional float pitch =5; // <20><><EFBFBD><EFBFBD>
optional int32 damage =6; // <09><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
}
message SM_DATA_WEAPON_DATA
{
int32 weapontype = 1;
int32 currentbullet = 2; // <20><><EFBFBD><EFBFBD> <20>Ѿ<EFBFBD>.
int32 maxbullet = 3; // źâ<C5BA><C3A2><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ִ<EFBFBD>ź<EFBFBD><C5BA>
}
message SM_REQ_BATTLE_MOVE
{
float px =1; //
float py =2; //
float pz =3; //
float lx =4; //
float ly =5; //
float lz =6; //
float vx =7; //
float vy =8; //
float vz =9; //
float ang =10; //
int32 move_speed =11; // <20>̵<EFBFBD>Ÿ<EFBFBD><C5B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
int32 type =12; // <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD><EFBFBD>ȭŸ<C8AD><C5B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
float aim_yaw =13; //
float aim_pitch =14; //
int32 cur_hp=15; //
int32 shoot_type = 16; // <20>ѱ<EFBFBD><D1B1>߻<EFBFBD><DFBB><EFBFBD><EFBFBD><EFBFBD>
int32 cur_weapontype=17;// <20><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
int32 server_time=18; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
repeated SM_DATA_WEAPON_DATA weapontypes=19; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
}
// ij<><C4B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
message SM_REQ_BATTLE_STATUS
{
float px =1; //
float py =2; //
float pz =3; //
float ang =4; //
float aim_yaw =5; //
float aim_pitch =6; // ī<>޶<EFBFBD>
int32 cur_hp=7; //
int32 shoot_type = 8; // <20>ѱ<EFBFBD><D1B1>߻<EFBFBD><DFBB><EFBFBD><EFBFBD><EFBFBD>
int32 cur_weapontype=9; //<2F><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
repeated SM_DATA_WEAPON_DATA weapontypes=10; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
int32 podcarry = 11; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD><D6B4><EFBFBD>.
int32 podcount = 12; // ȹ<><C8B9><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
int32 killcount = 13;
int32 deathcount = 14;
int32 assistcount = 15;
int32 damagecount = 16;
}
// <20><><EFBFBD><EFBFBD>/<2F><><EFBFBD><EFBFBD>Ǯ<EFBFBD><C7AE>
message SM_REQ_BATTLE_AIM
{
float ang =1; // ij<><C4B3><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
float aim_yaw =2; // ī<>޶<EFBFBD>
float aim_pitch =3; // ī<>޶<EFBFBD>
int32 aim_type = 4; // <20><><EFBFBD><EFBFBD>Ÿ<EFBFBD><C5B8>
int32 move_type =5; // <20>̵<EFBFBD>Ÿ<EFBFBD><C5B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD> -- <20>߰<EFBFBD>
}
// <20>߻<EFBFBD>
message SM_REQ_BATTLE_SHOOT
{
int32 weapontype =1; // <09>߻繫<DFBB><E7B9AB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
int32 remainbullet = 2; // <20><><EFBFBD><EFBFBD> ź<><C5BA>. : currentbullet
float aim_yaw =3; // ī<>޶<EFBFBD> <20><><EFBFBD><EFBFBD>
float aim_pitch =4; // ī<>޶<EFBFBD> <20><><EFBFBD><EFBFBD>
int32 aim_type = 5; // <20><><EFBFBD><EFBFBD>Ÿ<EFBFBD><C5B8>
int32 server_time=6; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
repeated SM_DATA_BATTLE_BULLET bullets = 7; // <20>߻<EFBFBD><DFBB>Ѿ<EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϼ<EFBFBD><CFBC>ִ<EFBFBD>.
}
message SM_CHARACTER_KEY
{
int32 type = 1;
string guid = 2;
}
// <20>ǰ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ڽ<EFBFBD><DABD><EFBFBD> hp<68><70> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. -> ȣ<><C8A3>Ʈ<EFBFBD><C6AE> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>¾Ҵٰ<D2B4> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
message SM_REQ_BATTLE_DAMAGE
{
int32 damage =1; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
int32 cur_hp=2; // <20><><EFBFBD><EFBFBD> <20><>. 0<≯<EFBFBD> <20><><EFBFBD><EFBFBD>.
SM_CHARACTER_KEY attacker=3; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
SM_CHARACTER_KEY victim=4; // <20>ǰ<EFBFBD><C7B0><EFBFBD>.
int32 attack_weapon_type = 5; // <20><><EFBFBD>ݹ<EFBFBD><DDB9><EFBFBD>Ÿ<EFBFBD><C5B8>.
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
message SM_REQ_BATTLE_RELOAD
{
int32 cur_hp=1; //
int32 cur_weapontype=2; //<2F><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
int32 currentbullet = 3; // źâ<C5BA><C3A2> ź<><C5BA>
int32 maxbullet=4; // <20><><EFBFBD><EFBFBD> <20>ִ<EFBFBD>ź<EFBFBD><C5BA><EFBFBD><EFBFBD>
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
message SM_REQ_BATTLE_DODGE
{
float px =1; //
float py =2; //
float pz =3; //
float ang =4; //
int32 dir_id = 5; // <20><><EFBFBD><EFBFBD>Ÿ<EFBFBD><C5B8>
}
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
message SM_REQ_BATTLE_WEAPON_CHANGE
{
int32 cur_weapontype=1; //<2F><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
repeated SM_DATA_WEAPON_DATA weapontypes=2; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
}
// <20><><EFBFBD><EFBFBD> <20>߰<EFBFBD>
message SM_REQ_BATTLE_WEAPON_ADD
{
int32 cur_weapontype=1; //<2F><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
repeated SM_DATA_WEAPON_DATA weapontypes=2; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
}
// ij<><C4B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
message SM_REQ_BATTLE_RESPAWN
{
float px =1; //
float py =2; //
float pz =3; //
float ang =4; //
float aim_yaw =5; //
float aim_pitch =6; // ī<>޶<EFBFBD>
int32 cur_hp=7; //
int32 cur_weapontype=8; //<2F><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
repeated SM_DATA_WEAPON_DATA weapontypes=9; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD>ͷ<EFBFBD><CDB7><EFBFBD>
message SM_REQ_BATTLE_OBJECT_INTERACTION
{
int32 objecttableid=1; // <20><><EFBFBD>ͷ<EFBFBD><CDB7><EFBFBD><EFBFBD><EFBFBD> <20><>Ʋ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ Table ID
string objectguid=2; // <20><><EFBFBD>ͷ<EFBFBD><CDB7><EFBFBD><EFBFBD><EFBFBD> <20><>Ʋ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ GUID
}
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
message SM_REQ_BATTLE_MANTLE
{
float px =1; //
float py =2; //
float pz =3; //
float lx =4; //
float ly =5; //
float lz =6; //
float vx =7; //
float vy =8; //
float vz =9; //
float ang =10; //
float tx =11; //
float ty =12; //
float tz =13; //
int32 height = 14;//
}
// <20>ΰ<EFBFBD><CEB0><EFBFBD> <20>ε<EFBFBD> <20><>
message SM_REQ_BATTLE_FINISHED_LODING
{
float px =1; //
float py =2; //
float pz =3; //
float ang =4; //
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>غ<EFBFBD><D8BA><EFBFBD> : <20>δ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>â <20><><EFBFBD><EFBFBD> <20><>
message SM_REQ_BATTLE_READY_TO_EXIT
{
}
// <20><><EFBFBD><EFBFBD> Ÿ<>ݿ<EFBFBD> <20><><EFBFBD>ؼ<EFBFBD> <20><><EFBFBD>ư<EFBFBD>
message SM_REQ_BATTLE_LAUNCH_CHARACTER
{
SM_CHARACTER_KEY target=1; // <20><><EFBFBD>ư<EFBFBD><C6B0><EFBFBD> <20><><EFBFBD><EFBFBD>
float vx =2; // LaunchVelocity
float vy =3; //
float vz =4; //
int32 xyoverride = 5;//bXYOverride
int32 zoverride = 6;//bZOverride
}
// Ư<><C6AF> <20><>Ȳ<EFBFBD><C8B2><EFBFBD><EFBFBD> <20><><EFBFBD>ϸ<EFBFBD><CFB8>̼<EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><>
message SM_REQ_BATTLE_PLAY_ANIMATION
{
SM_CHARACTER_KEY target =1; // <20><><EFBFBD><EFBFBD>
int32 type = 2; //
int32 value = 3; //
}
// <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD>
message SM_REQ_BATTLE_HIT_EFFECT
{
SM_CHARACTER_KEY target =1; // <20><><EFBFBD><EFBFBD>
int32 weapontype = 2; //
int32 hiteffecttype = 3; //
float nx =4; // ImpactNormal
float ny =5; //
float nz =6; //
float px =7; // ImpactPoint
float py =8; //
float pz =9; //
}
message SM_MOB_AI_VECTOR
{
float px =1; // ImpactPoint
float py =2; //
float pz =3; //
}
message SM_MOB_AI_AGGRO
{
SM_CHARACTER_KEY target = 1;
int32 aggropoint = 2;
}
message SM_MOB_AI_SYNCDATA
{
string mobguid = 1;
int32 currentAiBehavior = 2;
int32 taskflags = 3;
SM_MOB_AI_VECTOR startLocation = 4;
SM_MOB_AI_VECTOR lastKnownLocation = 5;
SM_MOB_AI_VECTOR lastHearingLocation = 6;
SM_CHARACTER_KEY targetCharacter = 7;
SM_CHARACTER_KEY lastHearingCharacter = 8;
repeated SM_MOB_AI_AGGRO targetCharacterList = 9; //
}
message SM_MOB_AI_ATTACK
{
string mobguid = 1;
float attack_time = 2;
SM_CHARACTER_KEY targetCharacter = 3;
int32 attack_type = 4;
SM_MOB_AI_VECTOR location = 5;
}
// <20>Ѿ<EFBFBD> <20>߻<EFBFBD>.
message SM_MOB_AI_SHOOT
{
string mobguid = 1;
float aim_yaw =2; // ī<>޶<EFBFBD> <20><><EFBFBD><EFBFBD>
float aim_pitch =3; // ī<>޶<EFBFBD> <20><><EFBFBD><EFBFBD>
int32 server_time=4; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
repeated SM_DATA_BATTLE_BULLET bullets = 5; // <20>߻<EFBFBD><DFBB>Ѿ<EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϼ<EFBFBD><CFBC>ִ<EFBFBD>.
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
message SM_MOB_AI_RELOAD
{
string mobguid = 1;
}
message SM_MOB_AI_FOCUS
{
string mobguid = 1;
int32 focus = 2;
SM_CHARACTER_KEY targetCharacter = 3;
}
message SM_MOB_MOVETO
{
string mobguid = 1;
int32 targetType = 2;
SM_MOB_AI_VECTOR tagetLocation = 3;
float radius = 4;
int32 stop = 5;
float moveSpeed = 6;
}
message SM_MOB_SPAWN
{
string mobguid = 1;
int32 mob_type = 2;
SM_MOB_AI_VECTOR location = 3;
float angle = 4;
string anchorguid = 5;
}
message SM_RUNNING_TRIGGER
{
string Anchor_GUID = 1;
string User_GUID = 2;
int32 server_Time = 3;
int32 hurdle_type = 4;
int32 is_triggered = 5;
// <20><><EFBFBD><EFBFBD>Ʈ Ÿ<><C5B8> <20><>ũ
int32 impact_type = 6;
float impact_x = 7;
float impact_y = 8;
float impact_z = 9;
int32 is_xy_override = 10;
int32 is_z_override = 11;
// <20><><EFBFBD><EFBFBD> Ÿ<><C5B8> <20><>ũ
int32 ragdoll_type = 12;
string ragdoll_bone_name = 13;
int32 is_partial = 14;
int32 is_moveable = 15;
}

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@@ -0,0 +1,555 @@
// See README.txt for information and build instructions.
//
// Note: START and END tags are used in comments to define sections used in
// tutorials. They are not part of the syntax for Protocol Buffers.
//
// To get an in-depth walkthrough of this file and the related examples, see:
// https://developers.google.com/protocol-buffers/docs/tutorials
// [START declaration]
syntax = "proto3";
package Packet;
//import "google/protobuf/timestamp.proto";
// [END declaration]
// [START csharp_declaration]
option csharp_namespace = "Google.Protobuf.CES.Packet";
// [END csharp_declaration]
// [START messages]
message SM_REQ_MOVE_NEXT
{
float px =1; //
float py =2; //
float pz =3; //
float ang =4; //
float movevalue =5; //
int32 start =6; // ù <20>̵<EFBFBD><CCB5≯<EFBFBD> true <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD>θ<EFBFBD> false
int32 move_type = 7; // <20>̵<EFBFBD>Ÿ<EFBFBD><C5B8> (<28>ȱ<EFBFBD>, <20>ٱ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ, <20>ɾƼ<C9BE><C6BC>̵<EFBFBD>)
int64 server_time=8; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
}
message SM_REQ_MOVE_COMBINE
{
float px =1; //
float py =2; //
float pz =3; //
float lx =4; //
float ly =5; //
float lz =6; //
float ang =7; //
int32 move_speed =8; //
int32 move_type = 9; // <20>̵<EFBFBD>Ÿ<EFBFBD><C5B8> (<28>ȱ<EFBFBD>, <20>ٱ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ, <20>ɾƼ<C9BE><C6BC>̵<EFBFBD>)
int32 start =10; // ù <20>̵<EFBFBD><CCB5≯<EFBFBD> true <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD>θ<EFBFBD> false
int64 server_time=11; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
}
message SM_REQ_VOICE
{
int32 sampleRate = 1; //
int32 numchannels = 2; //
int32 PCMSize = 3; //
repeated int32 data = 4;
int32 dataSize = 5; //
}
message SM_REQ_MUSICBOX
{
string propguid = 1;
int32 sampleRate = 2; //
int32 numchannels = 3; //
int32 PCMSize = 4; //
repeated int32 data = 5;
int32 dataSize = 6; //
}
message SM_REQ_JUMP
{
float sx =1; //
float sy =2; //
float sz =3; //
float lx =4; //
float ly =5; //
float lz =6; //
float ang =7; //
int32 start =8; // ù <20>̵<EFBFBD><CCB5≯<EFBFBD> true <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD>θ<EFBFBD> false
int64 server_time=9; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
}
message SM_REQ_PRESENTATION_PAGE
{
string pageurl =1; //
int32 pageid =2; //
}
message SM_REQ_AIM
{
float pitch =1; //
}
message SM_REQ_PARTY_MOVE_MEMBER
{
float px =1; //
float py =2; //
float pz =3; //
}
message SM_REQ_VOICE_STATE
{
string nickname =1; //
int32 state =2; //
}
message SM_REQ_DANCE_INFO
{
int32 danceid = 1; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD>̵<EFBFBD>
int32 motionid = 2; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
int32 dancetype = 3; // <20><><EFBFBD><EFBFBD> Ÿ<><C5B8><EFBFBD>޺<EFBFBD>
int64 timestamp = 4; // <20>ð<EFBFBD>
}
message SM_REQ_DANCE_ROOMTIME
{
int64 sendmytime = 1;
}
message SM_SEND_DANCE_ROOMTIME
{
int64 sendroomtime = 1;
string guid = 2;
}
message SM_SEND_DANCE_STATE
{
int32 state = 1;
int64 sendroomtime = 2;
int32 state01 = 3;
int32 state02 = 4;
int32 state03 = 5;
string str01 = 6;
string str02 = 7;
string str03 = 8;
}
//////////////////////////////////////
// <20>Ѿ<EFBFBD><D1BE><EFBFBD><EFBFBD><EFBFBD>
message SM_DATA_BATTLE_BULLET
{
float px =1; // <09><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
float py =2; //
float pz =3; //
float yaw =4; // <09><><EFBFBD><EFBFBD>
float pitch =5; // <20><><EFBFBD><EFBFBD>
int32 damage =6; // <09><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
}
message SM_DATA_WEAPON_DATA
{
int32 weapontype = 1; // <20><><EFBFBD><EFBFBD>
int32 weaponid = 2; // <20><><EFBFBD>̺<EFBFBD>ID
int32 currentbullet = 3; // <20><><EFBFBD><EFBFBD> <20>Ѿ<EFBFBD>.
int32 maxbullet = 4; // źâ<C5BA><C3A2><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ִ<EFBFBD>ź<EFBFBD><C5BA>
}
message SM_REQ_BATTLE_MOVE
{
float px =1; //
float py =2; //
float pz =3; //
float lx =4; //
float ly =5; //
float lz =6; //
optional float vx =7; //
optional float vy =8; //
optional float vz =9; //
float ang =10; //
float movescale =11;
int32 move_speed =12; // <20>̵<EFBFBD><CCB5>ӵ<EFBFBD>
int32 move_type = 13; // <20>̵<EFBFBD>Ÿ<EFBFBD><C5B8> (<28>ȱ<EFBFBD>, <20>ٱ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ, <20>ɾƼ<C9BE><C6BC>̵<EFBFBD>)
int32 type =14; // <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD><EFBFBD>ȭŸ<C8AD><C5B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
optional float aim_yaw =15; //
optional float aim_pitch =16; //
optional int32 shoot_type = 17; // <20>ѱ<EFBFBD><D1B1>߻<EFBFBD><DFBB><EFBFBD><EFBFBD><EFBFBD>
optional int32 cur_weapontype=18;// <20><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
int64 server_time=19; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
repeated SM_DATA_WEAPON_DATA weapontypes=20; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
}
// ij<><C4B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
message SM_REQ_BATTLE_STATUS
{
float px =1; //
float py =2; //
float pz =3; //
float ang =4; //
float aim_yaw =5; //
float aim_pitch =6; // ī<>޶<EFBFBD>
int32 cur_hp=7; //
int32 shoot_type = 8; // <20>ѱ<EFBFBD><D1B1>߻<EFBFBD><DFBB><EFBFBD><EFBFBD><EFBFBD>
int32 cur_weapontype=9; //<2F><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
repeated SM_DATA_WEAPON_DATA weapontypes=10; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
int32 podcarry = 11; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD><D6B4><EFBFBD>.
int32 podcount = 12; // ȹ<><C8B9><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
int32 killcount = 13;
int32 deathcount = 14;
int32 assistcount = 15;
int32 damagecount = 16;
}
// <20><><EFBFBD><EFBFBD>/<2F><><EFBFBD><EFBFBD>Ǯ<EFBFBD><C7AE>
message SM_REQ_BATTLE_AIM
{
float ang =1; // ij<><C4B3><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
float aim_yaw =2; // ī<>޶<EFBFBD>
float aim_pitch =3; // ī<>޶<EFBFBD>
int32 aim_type = 4; // <20><><EFBFBD><EFBFBD>Ÿ<EFBFBD><C5B8>
int32 move_type =5; // <20>̵<EFBFBD>Ÿ<EFBFBD><C5B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD> -- <20>߰<EFBFBD>
}
// <20>߻<EFBFBD>
message SM_REQ_BATTLE_SHOOT
{
int32 weapontype =1; // <09>߻繫<DFBB><E7B9AB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
int32 remainbullet = 2; // <20><><EFBFBD><EFBFBD> ź<><C5BA>. : currentbullet
float aim_yaw =3; // ī<>޶<EFBFBD> <20><><EFBFBD><EFBFBD>
float aim_pitch =4; // ī<>޶<EFBFBD> <20><><EFBFBD><EFBFBD>
int32 aim_type = 5; // <20><><EFBFBD><EFBFBD>Ÿ<EFBFBD><C5B8>
int64 server_time=6; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
repeated SM_DATA_BATTLE_BULLET bullets = 7; // <20>߻<EFBFBD><DFBB>Ѿ<EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϼ<EFBFBD><CFBC>ִ<EFBFBD>.
}
message SM_CHARACTER_KEY
{
int32 type = 1;
string guid = 2;
}
// <20>ǰ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ڽ<EFBFBD><DABD><EFBFBD> hp<68><70> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. -> ȣ<><C8A3>Ʈ<EFBFBD><C6AE> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>¾Ҵٰ<D2B4> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
message SM_REQ_BATTLE_DAMAGE
{
int32 damage =1; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
int32 cur_hp=2; // <20><><EFBFBD><EFBFBD> <20><>. 0<≯<EFBFBD> <20><><EFBFBD><EFBFBD>.
SM_CHARACTER_KEY attacker=3; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
SM_CHARACTER_KEY victim=4; // <20>ǰ<EFBFBD><C7B0><EFBFBD>.
int32 attack_weapon_type = 5; // <20><><EFBFBD>ݹ<EFBFBD><DDB9><EFBFBD>Ÿ<EFBFBD><C5B8>.
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
message SM_REQ_BATTLE_RELOAD
{
int32 cur_hp=1; //
int32 cur_weapontype=2; //<2F><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
int32 currentbullet = 3; // źâ<C5BA><C3A2> ź<><C5BA>
int32 maxbullet=4; // <20><><EFBFBD><EFBFBD> <20>ִ<EFBFBD>ź<EFBFBD><C5BA><EFBFBD><EFBFBD>
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
message SM_REQ_BATTLE_DODGE
{
float px =1; //
float py =2; //
float pz =3; //
float ang =4; //
int32 dir_id = 5; // <20><><EFBFBD><EFBFBD>Ÿ<EFBFBD><C5B8>
}
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
message SM_REQ_BATTLE_WEAPON_CHANGE
{
int32 cur_weapontype=1; //<2F><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
repeated SM_DATA_WEAPON_DATA weapontypes=2; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
}
// <20><><EFBFBD><EFBFBD> <20>߰<EFBFBD>
message SM_REQ_BATTLE_WEAPON_ADD
{
int32 cur_weapontype=1; //<2F><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
repeated SM_DATA_WEAPON_DATA weapontypes=2; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
}
// ij<><C4B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
message SM_REQ_BATTLE_RESPAWN
{
float px =1; //
float py =2; //
float pz =3; //
float ang =4; //
float aim_yaw =5; //
float aim_pitch =6; // ī<>޶<EFBFBD>
int32 cur_hp=7; //
int32 cur_weapontype=8; //<2F><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
repeated SM_DATA_WEAPON_DATA weapontypes=9; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD>ͷ<EFBFBD><CDB7><EFBFBD>
message SM_REQ_BATTLE_OBJECT_INTERACTION
{
int32 objecttableid=1; // <20><><EFBFBD>ͷ<EFBFBD><CDB7><EFBFBD><EFBFBD><EFBFBD> <20><>Ʋ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ Table ID
string objectguid=2; // <20><><EFBFBD>ͷ<EFBFBD><CDB7><EFBFBD><EFBFBD><EFBFBD> <20><>Ʋ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ GUID
}
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
message SM_REQ_BATTLE_MANTLE
{
float px =1; //
float py =2; //
float pz =3; //
float lx =4; //
float ly =5; //
float lz =6; //
float vx =7; //
float vy =8; //
float vz =9; //
float ang =10; //
float tx =11; //
float ty =12; //
float tz =13; //
int32 height = 14;//
}
// <20>ΰ<EFBFBD><CEB0><EFBFBD> <20>ε<EFBFBD> <20><>
message SM_REQ_BATTLE_FINISHED_LODING
{
float px =1; //
float py =2; //
float pz =3; //
float ang =4; //
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>غ<EFBFBD><D8BA><EFBFBD> : <20>δ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>â <20><><EFBFBD><EFBFBD> <20><>
message SM_REQ_BATTLE_READY_TO_EXIT
{
}
// <20><><EFBFBD><EFBFBD> Ÿ<>ݿ<EFBFBD> <20><><EFBFBD>ؼ<EFBFBD> <20><><EFBFBD>ư<EFBFBD>
message SM_REQ_BATTLE_LAUNCH_CHARACTER
{
SM_CHARACTER_KEY target=1; // <20><><EFBFBD>ư<EFBFBD><C6B0><EFBFBD> <20><><EFBFBD><EFBFBD>
float vx =2; // LaunchVelocity
float vy =3; //
float vz =4; //
int32 xyoverride = 5;//bXYOverride
int32 zoverride = 6;//bZOverride
}
// Ư<><C6AF> <20><>Ȳ<EFBFBD><C8B2><EFBFBD><EFBFBD> <20><><EFBFBD>ϸ<EFBFBD><CFB8>̼<EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><>
message SM_REQ_BATTLE_PLAY_ANIMATION
{
SM_CHARACTER_KEY target =1; // <20><><EFBFBD><EFBFBD>
int32 type = 2; //
int32 value = 3; //
}
// <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD>
message SM_REQ_BATTLE_HIT_EFFECT
{
SM_CHARACTER_KEY target =1; // <20><><EFBFBD><EFBFBD>
int32 weaponid = 2; //
int32 hiteffecttype = 3; //
float nx =4; // ImpactNormal
float ny =5; //
float nz =6; //
float px =7; // ImpactPoint
float py =8; //
float pz =9; //
}
message SM_MOB_AI_VECTOR
{
float px =1; // ImpactPoint
float py =2; //
float pz =3; //
}
message SM_MOB_AI_AGGRO
{
SM_CHARACTER_KEY target = 1;
int32 aggropoint = 2;
}
message SM_MOB_AI_SYNCDATA
{
string mobguid = 1;
int32 currentAiBehavior = 2;
int32 taskflags = 3;
SM_MOB_AI_VECTOR startLocation = 4;
SM_MOB_AI_VECTOR lastKnownLocation = 5;
SM_MOB_AI_VECTOR lastHearingLocation = 6;
SM_CHARACTER_KEY targetCharacter = 7;
SM_CHARACTER_KEY lastHearingCharacter = 8;
repeated SM_MOB_AI_AGGRO targetCharacterList = 9; //
}
message SM_MOB_AI_ATTACK
{
string mobguid = 1;
float attack_time = 2;
SM_CHARACTER_KEY targetCharacter = 3;
int32 attack_type = 4;
SM_MOB_AI_VECTOR location = 5;
}
// <20>Ѿ<EFBFBD> <20>߻<EFBFBD>.
message SM_MOB_AI_SHOOT
{
string mobguid = 1;
float aim_yaw =2; // ī<>޶<EFBFBD> <20><><EFBFBD><EFBFBD>
float aim_pitch =3; // ī<>޶<EFBFBD> <20><><EFBFBD><EFBFBD>
int64 server_time=4; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
repeated SM_DATA_BATTLE_BULLET bullets = 5; // <20>߻<EFBFBD><DFBB>Ѿ<EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϼ<EFBFBD><CFBC>ִ<EFBFBD>.
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
message SM_MOB_AI_RELOAD
{
string mobguid = 1;
}
message SM_MOB_AI_FOCUS
{
string mobguid = 1;
int32 focus = 2;
SM_CHARACTER_KEY targetCharacter = 3;
}
message SM_MOB_MOVETO
{
string mobguid = 1;
int32 targetType = 2;
SM_MOB_AI_VECTOR tagetLocation = 3;
float radius = 4;
int32 stop = 5;
float moveSpeed = 6;
}
message SM_MOB_SPAWN
{
string mobguid = 1;
int32 mob_type = 2;
SM_MOB_AI_VECTOR location = 3;
float angle = 4;
string anchorguid = 5;
}
message SM_RUNNING_TRIGGER
{
string Anchor_GUID = 1;
string User_GUID = 2;
int32 hurdle_type = 3;
int32 is_triggered = 4;
// <20><><EFBFBD><EFBFBD>Ʈ Ÿ<><C5B8> <20><>ũ
optional int32 impact_type = 5;
optional SM_MOB_AI_VECTOR impact_force = 6;
optional int32 is_xy_override = 7;
optional int32 is_z_override = 8;
// <20><><EFBFBD><EFBFBD> Ÿ<><C5B8> <20><>ũ
optional int32 ragdoll_type = 9;
optional string ragdoll_bone_name = 10;
optional int32 is_partial = 11;
optional int32 is_moveable = 12;
}
message SM_RUNNING_ATTACH
{
string Anchor_GUID = 1;
int32 is_triggered = 5;
}
message SM_HURDLE_TRAVERSAL
{
string anchor_guid = 1;
int32 use_hurdle = 2;
int32 use_hurdle_mode = 3;
int32 hurdle_type = 4;
int32 traversal_state = 5;
int32 use_anim_dir = 6;
int32 montage_action = 7;
optional float loc_x = 8;
optional float loc_y = 9;
optional float loc_z = 10;
optional float rot_pitch = 11;
optional float rot_yaw = 12;
optional float rot_roll = 13;
}
message SM_RUNNING_ITEM
{
string Anchor_GUID = 1;
string str_item = 2;
}
message SM_RUNNING_HURDLE_SPAWN
{
string Hurdle_GUID = 1;
string Owner_Anchor_GUID = 2;
string class_path = 3;
int64 server_time = 4;
float loc_x = 5;
float loc_y = 6;
float loc_z = 7;
float rot_pitch = 8;
float rot_yaw = 9;
float rot_roll = 10;
int32 hurdle_type = 11;
float power = 12;
}
message SM_RUNNING_HURDLE_STATE
{
string Hurdle_GUID = 1;
string Owner_Anchor_GUID = 2;
int64 server_time = 3;
int32 state_type = 4;
}
message SM_RUNNING_HURDLE_MOVE
{
string Hurdle_GUID = 1;
string Owner_Anchor_GUID = 2;
int64 server_time = 3;
float loc_x = 4;
float loc_y = 5;
float loc_z = 6;
float rot_pitch = 7;
float rot_yaw = 8;
float rot_roll = 9;
float vel_x = 10;
float vel_y = 11;
float vel_z = 12;
}
// ȣ<><C8A3>Ʈ <20>׽<EFBFBD>Ʈ<EFBFBD><C6AE> <20>ӽ<EFBFBD> <20><>Ŷ
message SM_HOST_ROOMINFO
{
string host_guid = 1;
int64 room_starttime = 2;
}
// ȣ<><C8A3>Ʈ <20>׽<EFBFBD>Ʈ<EFBFBD><C6AE> <20>ӽ<EFBFBD> <20><>Ŷ
message SM_REQ_HOST_ROOMINFO
{
}

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@@ -0,0 +1,565 @@
// See README.txt for information and build instructions.
//
// Note: START and END tags are used in comments to define sections used in
// tutorials. They are not part of the syntax for Protocol Buffers.
//
// To get an in-depth walkthrough of this file and the related examples, see:
// https://developers.google.com/protocol-buffers/docs/tutorials
// [START declaration]
syntax = "proto3";
package Packet;
//import "google/protobuf/timestamp.proto";
// [END declaration]
// [START csharp_declaration]
option csharp_namespace = "Google.Protobuf.CES.Packet";
// [END csharp_declaration]
// [START messages]
message SM_REQ_MOVE_NEXT
{
optional float px =1; //
optional float py =2; //
optional float pz =3; //
optional float ang =4; //
optional float movevalue =5; //
optional int32 start =6; // ù <20>̵<EFBFBD><CCB5≯<EFBFBD> true <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD>θ<EFBFBD> false
optional int32 move_type = 7; // <20>̵<EFBFBD>Ÿ<EFBFBD><C5B8> (<28>ȱ<EFBFBD>, <20>ٱ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ, <20>ɾƼ<C9BE><C6BC>̵<EFBFBD>)
optional int32 server_time=8; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
}
message SM_REQ_MOVE_COMBINE
{
optional float px =1; //
optional float py =2; //
optional float pz =3; //
optional float lx =4; //
optional float ly =5; //
optional float lz =6; //
optional float ang =7; //
optional int32 move_speed =8; //
optional int32 move_type = 9; // <20>̵<EFBFBD>Ÿ<EFBFBD><C5B8> (<28>ȱ<EFBFBD>, <20>ٱ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ, <20>ɾƼ<C9BE><C6BC>̵<EFBFBD>)
optional int32 start =10; // ù <20>̵<EFBFBD><CCB5≯<EFBFBD> true <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD>θ<EFBFBD> false
optional int32 server_time=11; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
}
message SM_REQ_TRACKING_TYPE
{
optional int32 type =1;
}
message SM_REQ_VOICE
{
optional int32 sampleRate = 1; //
optional int32 numchannels = 2; //
optional int32 PCMSize = 3; //
repeated int32 data = 4;
optional int32 dataSize = 5; //
}
message SM_REQ_MUSICBOX
{
optional string propguid = 1;
optional int32 sampleRate = 2; //
optional int32 numchannels = 3; //
optional int32 PCMSize = 4; //
repeated int32 data = 5;
optional int32 dataSize = 6; //
}
message SM_REQ_JUMP
{
optional float sx =1; //
optional float sy =2; //
optional float sz =3; //
optional float lx =4; //
optional float ly =5; //
optional float lz =6; //
optional float ang =7; //
optional int32 start =8; // ù <20>̵<EFBFBD><CCB5≯<EFBFBD> true <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD>θ<EFBFBD> false
optional int32 server_time=9; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
}
message SM_REQ_GUIDE
{
optional string guoup =1; //
optional int32 operatorid =2; //
optional int32 guidetype =3; //
}
message SM_REQ_PRESENTATION_PAGE
{
string pageurl =1; //
int32 pageid =2; //
}
message SM_REQ_AIM
{
optional float pitch =1; //
}
message SM_REQ_PARTY_MOVE_MEMBER
{
optional float px =1; //
optional float py =2; //
optional float pz =3; //
}
message SM_REQ_VOICE_STATE
{
optional string nickname =1; //
optional int32 state =2; //
}
message SM_REQ_DANCE_INFO
{
optional int32 danceid = 1; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD>̵<EFBFBD>
optional int32 motionid = 2; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
optional int32 dancetype = 3; // <20><><EFBFBD><EFBFBD> Ÿ<><C5B8><EFBFBD>޺<EFBFBD>
optional int64 timestamp = 4; // <20>ð<EFBFBD>
}
message SM_REQ_DANCE_ROOMTIME
{
int64 sendmytime = 1;
}
message SM_SEND_DANCE_ROOMTIME
{
int64 sendroomtime = 1;
string guid = 2;
}
message SM_SEND_DANCE_STATE
{
optional int32 state = 1;
optional int64 sendroomtime = 2;
optional int32 state01 = 3;
optional int32 state02 = 4;
optional int32 state03 = 5;
optional string str01 = 6;
optional string str02 = 7;
optional string str03 = 8;
}
//////////////////////////////////////
// <20>Ѿ<EFBFBD><D1BE><EFBFBD><EFBFBD><EFBFBD>
message SM_DATA_BATTLE_BULLET
{
optional float px =1; // <09><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
optional float py =2; //
optional float pz =3; //
optional float yaw =4; // <09><><EFBFBD><EFBFBD>
optional float pitch =5; // <20><><EFBFBD><EFBFBD>
optional int32 damage =6; // <09><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
}
message SM_DATA_WEAPON_DATA
{
int32 weapontype = 1;
int32 currentbullet = 2; // <20><><EFBFBD><EFBFBD> <20>Ѿ<EFBFBD>.
int32 maxbullet = 3; // źâ<C5BA><C3A2><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ִ<EFBFBD>ź<EFBFBD><C5BA>
}
message SM_REQ_BATTLE_MOVE
{
float px =1; //
float py =2; //
float pz =3; //
float lx =4; //
float ly =5; //
float lz =6; //
float vx =7; //
float vy =8; //
float vz =9; //
float ang =10; //
float movescale =11;
int32 move_speed =12; // <20>̵<EFBFBD><CCB5>ӵ<EFBFBD>
int32 move_type = 13; // <20>̵<EFBFBD>Ÿ<EFBFBD><C5B8> (<28>ȱ<EFBFBD>, <20>ٱ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ, <20>ɾƼ<C9BE><C6BC>̵<EFBFBD>)
int32 type =14; // <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD><EFBFBD>ȭŸ<C8AD><C5B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
float aim_yaw =15; //
float aim_pitch =16; //
int32 cur_hp=17; //
int32 shoot_type = 18; // <20>ѱ<EFBFBD><D1B1>߻<EFBFBD><DFBB><EFBFBD><EFBFBD><EFBFBD>
int32 cur_weapontype=19;// <20><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
int32 server_time=20; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
repeated SM_DATA_WEAPON_DATA weapontypes=21; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
}
// ij<><C4B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
message SM_REQ_BATTLE_STATUS
{
float px =1; //
float py =2; //
float pz =3; //
float ang =4; //
float aim_yaw =5; //
float aim_pitch =6; // ī<>޶<EFBFBD>
int32 cur_hp=7; //
int32 shoot_type = 8; // <20>ѱ<EFBFBD><D1B1>߻<EFBFBD><DFBB><EFBFBD><EFBFBD><EFBFBD>
int32 cur_weapontype=9; //<2F><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
repeated SM_DATA_WEAPON_DATA weapontypes=10; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
int32 podcarry = 11; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD><D6B4><EFBFBD>.
int32 podcount = 12; // ȹ<><C8B9><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
int32 killcount = 13;
int32 deathcount = 14;
int32 assistcount = 15;
int32 damagecount = 16;
}
// <20><><EFBFBD><EFBFBD>/<2F><><EFBFBD><EFBFBD>Ǯ<EFBFBD><C7AE>
message SM_REQ_BATTLE_AIM
{
float ang =1; // ij<><C4B3><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
float aim_yaw =2; // ī<>޶<EFBFBD>
float aim_pitch =3; // ī<>޶<EFBFBD>
int32 aim_type = 4; // <20><><EFBFBD><EFBFBD>Ÿ<EFBFBD><C5B8>
int32 move_type =5; // <20>̵<EFBFBD>Ÿ<EFBFBD><C5B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD> -- <20>߰<EFBFBD>
}
// <20>߻<EFBFBD>
message SM_REQ_BATTLE_SHOOT
{
int32 weapontype =1; // <09>߻繫<DFBB><E7B9AB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
int32 remainbullet = 2; // <20><><EFBFBD><EFBFBD> ź<><C5BA>. : currentbullet
float aim_yaw =3; // ī<>޶<EFBFBD> <20><><EFBFBD><EFBFBD>
float aim_pitch =4; // ī<>޶<EFBFBD> <20><><EFBFBD><EFBFBD>
int32 aim_type = 5; // <20><><EFBFBD><EFBFBD>Ÿ<EFBFBD><C5B8>
int32 server_time=6; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
repeated SM_DATA_BATTLE_BULLET bullets = 7; // <20>߻<EFBFBD><DFBB>Ѿ<EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϼ<EFBFBD><CFBC>ִ<EFBFBD>.
}
message SM_CHARACTER_KEY
{
int32 type = 1;
string guid = 2;
}
// <20>ǰ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ڽ<EFBFBD><DABD><EFBFBD> hp<68><70> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. -> ȣ<><C8A3>Ʈ<EFBFBD><C6AE> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>¾Ҵٰ<D2B4> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
message SM_REQ_BATTLE_DAMAGE
{
int32 damage =1; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
int32 cur_hp=2; // <20><><EFBFBD><EFBFBD> <20><>. 0<≯<EFBFBD> <20><><EFBFBD><EFBFBD>.
SM_CHARACTER_KEY attacker=3; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
SM_CHARACTER_KEY victim=4; // <20>ǰ<EFBFBD><C7B0><EFBFBD>.
int32 attack_weapon_type = 5; // <20><><EFBFBD>ݹ<EFBFBD><DDB9><EFBFBD>Ÿ<EFBFBD><C5B8>.
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
message SM_REQ_BATTLE_RELOAD
{
int32 cur_hp=1; //
int32 cur_weapontype=2; //<2F><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
int32 currentbullet = 3; // źâ<C5BA><C3A2> ź<><C5BA>
int32 maxbullet=4; // <20><><EFBFBD><EFBFBD> <20>ִ<EFBFBD>ź<EFBFBD><C5BA><EFBFBD><EFBFBD>
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
message SM_REQ_BATTLE_DODGE
{
float px =1; //
float py =2; //
float pz =3; //
float ang =4; //
int32 dir_id = 5; // <20><><EFBFBD><EFBFBD>Ÿ<EFBFBD><C5B8>
}
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
message SM_REQ_BATTLE_WEAPON_CHANGE
{
int32 cur_weapontype=1; //<2F><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
repeated SM_DATA_WEAPON_DATA weapontypes=2; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
}
// <20><><EFBFBD><EFBFBD> <20>߰<EFBFBD>
message SM_REQ_BATTLE_WEAPON_ADD
{
int32 cur_weapontype=1; //<2F><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
repeated SM_DATA_WEAPON_DATA weapontypes=2; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
}
// ij<><C4B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
message SM_REQ_BATTLE_RESPAWN
{
float px =1; //
float py =2; //
float pz =3; //
float ang =4; //
float aim_yaw =5; //
float aim_pitch =6; // ī<>޶<EFBFBD>
int32 cur_hp=7; //
int32 cur_weapontype=8; //<2F><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
repeated SM_DATA_WEAPON_DATA weapontypes=9; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD>ͷ<EFBFBD><CDB7><EFBFBD>
message SM_REQ_BATTLE_OBJECT_INTERACTION
{
int32 objecttableid=1; // <20><><EFBFBD>ͷ<EFBFBD><CDB7><EFBFBD><EFBFBD><EFBFBD> <20><>Ʋ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ Table ID
string objectguid=2; // <20><><EFBFBD>ͷ<EFBFBD><CDB7><EFBFBD><EFBFBD><EFBFBD> <20><>Ʋ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ GUID
}
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
message SM_REQ_BATTLE_MANTLE
{
float px =1; //
float py =2; //
float pz =3; //
float lx =4; //
float ly =5; //
float lz =6; //
float vx =7; //
float vy =8; //
float vz =9; //
float ang =10; //
float tx =11; //
float ty =12; //
float tz =13; //
int32 height = 14;//
}
// <20>ΰ<EFBFBD><CEB0><EFBFBD> <20>ε<EFBFBD> <20><>
message SM_REQ_BATTLE_FINISHED_LODING
{
float px =1; //
float py =2; //
float pz =3; //
float ang =4; //
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>غ<EFBFBD><D8BA><EFBFBD> : <20>δ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>â <20><><EFBFBD><EFBFBD> <20><>
message SM_REQ_BATTLE_READY_TO_EXIT
{
}
// <20><><EFBFBD><EFBFBD> Ÿ<>ݿ<EFBFBD> <20><><EFBFBD>ؼ<EFBFBD> <20><><EFBFBD>ư<EFBFBD>
message SM_REQ_BATTLE_LAUNCH_CHARACTER
{
SM_CHARACTER_KEY target=1; // <20><><EFBFBD>ư<EFBFBD><C6B0><EFBFBD> <20><><EFBFBD><EFBFBD>
float vx =2; // LaunchVelocity
float vy =3; //
float vz =4; //
int32 xyoverride = 5;//bXYOverride
int32 zoverride = 6;//bZOverride
}
// Ư<><C6AF> <20><>Ȳ<EFBFBD><C8B2><EFBFBD><EFBFBD> <20><><EFBFBD>ϸ<EFBFBD><CFB8>̼<EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><>
message SM_REQ_BATTLE_PLAY_ANIMATION
{
SM_CHARACTER_KEY target =1; // <20><><EFBFBD><EFBFBD>
int32 type = 2; //
int32 value = 3; //
}
// <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD>
message SM_REQ_BATTLE_HIT_EFFECT
{
SM_CHARACTER_KEY target =1; // <20><><EFBFBD><EFBFBD>
int32 weapontype = 2; //
int32 hiteffecttype = 3; //
float nx =4; // ImpactNormal
float ny =5; //
float nz =6; //
float px =7; // ImpactPoint
float py =8; //
float pz =9; //
}
message SM_MOB_AI_VECTOR
{
float px =1; // ImpactPoint
float py =2; //
float pz =3; //
}
message SM_MOB_AI_AGGRO
{
SM_CHARACTER_KEY target = 1;
int32 aggropoint = 2;
}
message SM_MOB_AI_SYNCDATA
{
string mobguid = 1;
int32 currentAiBehavior = 2;
int32 taskflags = 3;
SM_MOB_AI_VECTOR startLocation = 4;
SM_MOB_AI_VECTOR lastKnownLocation = 5;
SM_MOB_AI_VECTOR lastHearingLocation = 6;
SM_CHARACTER_KEY targetCharacter = 7;
SM_CHARACTER_KEY lastHearingCharacter = 8;
repeated SM_MOB_AI_AGGRO targetCharacterList = 9; //
}
message SM_MOB_AI_ATTACK
{
string mobguid = 1;
float attack_time = 2;
SM_CHARACTER_KEY targetCharacter = 3;
int32 attack_type = 4;
SM_MOB_AI_VECTOR location = 5;
}
// <20>Ѿ<EFBFBD> <20>߻<EFBFBD>.
message SM_MOB_AI_SHOOT
{
string mobguid = 1;
float aim_yaw =2; // ī<>޶<EFBFBD> <20><><EFBFBD><EFBFBD>
float aim_pitch =3; // ī<>޶<EFBFBD> <20><><EFBFBD><EFBFBD>
int32 server_time=4; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
repeated SM_DATA_BATTLE_BULLET bullets = 5; // <20>߻<EFBFBD><DFBB>Ѿ<EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϼ<EFBFBD><CFBC>ִ<EFBFBD>.
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
message SM_MOB_AI_RELOAD
{
string mobguid = 1;
}
message SM_MOB_AI_FOCUS
{
string mobguid = 1;
int32 focus = 2;
SM_CHARACTER_KEY targetCharacter = 3;
}
message SM_MOB_MOVETO
{
string mobguid = 1;
int32 targetType = 2;
SM_MOB_AI_VECTOR tagetLocation = 3;
float radius = 4;
int32 stop = 5;
float moveSpeed = 6;
}
message SM_MOB_SPAWN
{
string mobguid = 1;
int32 mob_type = 2;
SM_MOB_AI_VECTOR location = 3;
float angle = 4;
string anchorguid = 5;
}
message SM_RUNNING_TRIGGER
{
string Anchor_GUID = 1;
string User_GUID = 2;
int64 server_Time = 3;
int32 hurdle_type = 4;
int32 is_triggered = 5;
// <20><><EFBFBD><EFBFBD>Ʈ Ÿ<><C5B8> <20><>ũ
int32 impact_type = 6;
float impact_x = 7;
float impact_y = 8;
float impact_z = 9;
int32 is_xy_override = 10;
int32 is_z_override = 11;
// <20><><EFBFBD><EFBFBD> Ÿ<><C5B8> <20><>ũ
int32 ragdoll_type = 12;
string ragdoll_bone_name = 13;
int32 is_partial = 14;
int32 is_moveable = 15;
}
message SM_HURDLE_TRAVERSAL
{
string anchor_guid = 1;
int64 server_time = 2;
int32 use_hurdle = 3;
int32 use_hurdle_mode = 4;
int32 hurdle_type = 5;
int32 traversal_state = 6;
int32 use_anim_dir = 7;
int32 montage_action = 8;
float loc_x = 9;
float loc_y = 10;
float loc_z = 11;
float rot_pitch = 12;
float rot_yaw = 13;
float rot_roll = 14;
}
message SM_RUNNING_ITEM
{
string Anchor_GUID = 1;
string str_item = 2;
}
message SM_RUNNING_HURDLE_SPAWN
{
string Hurdle_GUID = 1;
string Owner_Anchor_GUID = 2;
string class_path = 3;
int64 server_time = 4;
float loc_x = 5;
float loc_y = 6;
float loc_z = 7;
float rot_pitch = 8;
float rot_yaw = 9;
float rot_roll = 10;
int32 hurdle_type = 11;
float power = 12;
}
message SM_RUNNING_HURDLE_STATE
{
string Hurdle_GUID = 1;
string Owner_Anchor_GUID = 2;
int64 server_time = 3;
int32 state_type = 4;
}
message SM_RUNNING_HURDLE_MOVE
{
string Hurdle_GUID = 1;
string Owner_Anchor_GUID = 2;
int64 server_time = 3;
float loc_x = 4;
float loc_y = 5;
float loc_z = 6;
float rot_pitch = 7;
float rot_yaw = 8;
float rot_roll = 9;
float vel_x = 10;
float vel_y = 11;
float vel_z = 12;
}
// ȣ<><C8A3>Ʈ <20>׽<EFBFBD>Ʈ<EFBFBD><C6AE> <20>ӽ<EFBFBD> <20><>Ŷ
message SM_HOST_ROOMINFO
{
string host_guid = 1;
int64 room_starttime = 2;
}
// ȣ<><C8A3>Ʈ <20>׽<EFBFBD>Ʈ<EFBFBD><C6AE> <20>ӽ<EFBFBD> <20><>Ŷ
message SM_REQ_HOST_ROOMINFO
{
}

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@@ -0,0 +1,564 @@
// See README.txt for information and build instructions.
//
// Note: START and END tags are used in comments to define sections used in
// tutorials. They are not part of the syntax for Protocol Buffers.
//
// To get an in-depth walkthrough of this file and the related examples, see:
// https://developers.google.com/protocol-buffers/docs/tutorials
// [START declaration]
syntax = "proto3";
package Packet;
//import "google/protobuf/timestamp.proto";
// [END declaration]
// [START csharp_declaration]
option csharp_namespace = "Google.Protobuf.CES.Packet";
// [END csharp_declaration]
// [START messages]
message SM_REQ_MOVE_NEXT
{
optional float px =1; //
optional float py =2; //
optional float pz =3; //
optional float ang =4; //
optional float movevalue =5; //
optional int32 start =6; // ù <20>̵<EFBFBD><CCB5≯<EFBFBD> true <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD>θ<EFBFBD> false
optional int32 move_type = 7; // <20>̵<EFBFBD>Ÿ<EFBFBD><C5B8> (<28>ȱ<EFBFBD>, <20>ٱ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ, <20>ɾƼ<C9BE><C6BC>̵<EFBFBD>)
optional int32 server_time=8; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
}
message SM_REQ_MOVE_COMBINE
{
optional float px =1; //
optional float py =2; //
optional float pz =3; //
optional float lx =4; //
optional float ly =5; //
optional float lz =6; //
optional float ang =7; //
optional int32 move_speed =8; //
optional int32 move_type = 9; // <20>̵<EFBFBD>Ÿ<EFBFBD><C5B8> (<28>ȱ<EFBFBD>, <20>ٱ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ, <20>ɾƼ<C9BE><C6BC>̵<EFBFBD>)
optional int32 start =10; // ù <20>̵<EFBFBD><CCB5≯<EFBFBD> true <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD>θ<EFBFBD> false
optional int32 server_time=11; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
}
message SM_REQ_TRACKING_TYPE
{
optional int32 type =1;
}
message SM_REQ_VOICE
{
optional int32 sampleRate = 1; //
optional int32 numchannels = 2; //
optional int32 PCMSize = 3; //
repeated int32 data = 4;
optional int32 dataSize = 5; //
}
message SM_REQ_MUSICBOX
{
optional string propguid = 1;
optional int32 sampleRate = 2; //
optional int32 numchannels = 3; //
optional int32 PCMSize = 4; //
repeated int32 data = 5;
optional int32 dataSize = 6; //
}
message SM_REQ_JUMP
{
optional float sx =1; //
optional float sy =2; //
optional float sz =3; //
optional float lx =4; //
optional float ly =5; //
optional float lz =6; //
optional float ang =7; //
optional int32 start =8; // ù <20>̵<EFBFBD><CCB5≯<EFBFBD> true <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD>θ<EFBFBD> false
optional int32 server_time=9; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
}
message SM_REQ_GUIDE
{
optional string guoup =1; //
optional int32 operatorid =2; //
optional int32 guidetype =3; //
}
message SM_REQ_PRESENTATION_PAGE
{
string pageurl =1; //
int32 pageid =2; //
}
message SM_REQ_AIM
{
optional float pitch =1; //
}
message SM_REQ_PARTY_MOVE_MEMBER
{
optional float px =1; //
optional float py =2; //
optional float pz =3; //
}
message SM_REQ_VOICE_STATE
{
optional string nickname =1; //
optional int32 state =2; //
}
message SM_REQ_DANCE_INFO
{
optional int32 danceid = 1; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD>̵<EFBFBD>
optional int32 motionid = 2; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
optional int32 dancetype = 3; // <20><><EFBFBD><EFBFBD> Ÿ<><C5B8><EFBFBD>޺<EFBFBD>
optional int64 timestamp = 4; // <20>ð<EFBFBD>
}
message SM_REQ_DANCE_ROOMTIME
{
int64 sendmytime = 1;
}
message SM_SEND_DANCE_ROOMTIME
{
int64 sendroomtime = 1;
string guid = 2;
}
message SM_SEND_DANCE_STATE
{
optional int32 state = 1;
optional int64 sendroomtime = 2;
optional int32 state01 = 3;
optional int32 state02 = 4;
optional int32 state03 = 5;
optional string str01 = 6;
optional string str02 = 7;
optional string str03 = 8;
}
//////////////////////////////////////
// <20>Ѿ<EFBFBD><D1BE><EFBFBD><EFBFBD><EFBFBD>
message SM_DATA_BATTLE_BULLET
{
optional float px =1; // <09><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
optional float py =2; //
optional float pz =3; //
optional float yaw =4; // <09><><EFBFBD><EFBFBD>
optional float pitch =5; // <20><><EFBFBD><EFBFBD>
optional int32 damage =6; // <09><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
}
message SM_DATA_WEAPON_DATA
{
int32 weapontype = 1;
int32 currentbullet = 2; // <20><><EFBFBD><EFBFBD> <20>Ѿ<EFBFBD>.
int32 maxbullet = 3; // źâ<C5BA><C3A2><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ִ<EFBFBD>ź<EFBFBD><C5BA>
}
message SM_REQ_BATTLE_MOVE
{
float px =1; //
float py =2; //
float pz =3; //
float lx =4; //
float ly =5; //
float lz =6; //
float vx =7; //
float vy =8; //
float vz =9; //
float ang =10; //
float movescale =11;
int32 move_speed =12; // <20>̵<EFBFBD><CCB5>ӵ<EFBFBD>
int32 move_type = 13; // <20>̵<EFBFBD>Ÿ<EFBFBD><C5B8> (<28>ȱ<EFBFBD>, <20>ٱ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ, <20>ɾƼ<C9BE><C6BC>̵<EFBFBD>)
int32 type =14; // <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD><EFBFBD>ȭŸ<C8AD><C5B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
float aim_yaw =15; //
float aim_pitch =16; //
int32 cur_hp=17; //
int32 shoot_type = 18; // <20>ѱ<EFBFBD><D1B1>߻<EFBFBD><DFBB><EFBFBD><EFBFBD><EFBFBD>
int32 cur_weapontype=19;// <20><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
int32 server_time=20; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
repeated SM_DATA_WEAPON_DATA weapontypes=21; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
}
// ij<><C4B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
message SM_REQ_BATTLE_STATUS
{
float px =1; //
float py =2; //
float pz =3; //
float ang =4; //
float aim_yaw =5; //
float aim_pitch =6; // ī<>޶<EFBFBD>
int32 cur_hp=7; //
int32 shoot_type = 8; // <20>ѱ<EFBFBD><D1B1>߻<EFBFBD><DFBB><EFBFBD><EFBFBD><EFBFBD>
int32 cur_weapontype=9; //<2F><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
repeated SM_DATA_WEAPON_DATA weapontypes=10; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
int32 podcarry = 11; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD><D6B4><EFBFBD>.
int32 podcount = 12; // ȹ<><C8B9><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
int32 killcount = 13;
int32 deathcount = 14;
int32 assistcount = 15;
int32 damagecount = 16;
}
// <20><><EFBFBD><EFBFBD>/<2F><><EFBFBD><EFBFBD>Ǯ<EFBFBD><C7AE>
message SM_REQ_BATTLE_AIM
{
float ang =1; // ij<><C4B3><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
float aim_yaw =2; // ī<>޶<EFBFBD>
float aim_pitch =3; // ī<>޶<EFBFBD>
int32 aim_type = 4; // <20><><EFBFBD><EFBFBD>Ÿ<EFBFBD><C5B8>
int32 move_type =5; // <20>̵<EFBFBD>Ÿ<EFBFBD><C5B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD> -- <20>߰<EFBFBD>
}
// <20>߻<EFBFBD>
message SM_REQ_BATTLE_SHOOT
{
int32 weapontype =1; // <09>߻繫<DFBB><E7B9AB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
int32 remainbullet = 2; // <20><><EFBFBD><EFBFBD> ź<><C5BA>. : currentbullet
float aim_yaw =3; // ī<>޶<EFBFBD> <20><><EFBFBD><EFBFBD>
float aim_pitch =4; // ī<>޶<EFBFBD> <20><><EFBFBD><EFBFBD>
int32 aim_type = 5; // <20><><EFBFBD><EFBFBD>Ÿ<EFBFBD><C5B8>
int32 server_time=6; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
repeated SM_DATA_BATTLE_BULLET bullets = 7; // <20>߻<EFBFBD><DFBB>Ѿ<EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϼ<EFBFBD><CFBC>ִ<EFBFBD>.
}
message SM_CHARACTER_KEY
{
int32 type = 1;
string guid = 2;
}
// <20>ǰ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ڽ<EFBFBD><DABD><EFBFBD> hp<68><70> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. -> ȣ<><C8A3>Ʈ<EFBFBD><C6AE> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>¾Ҵٰ<D2B4> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
message SM_REQ_BATTLE_DAMAGE
{
int32 damage =1; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
int32 cur_hp=2; // <20><><EFBFBD><EFBFBD> <20><>. 0<≯<EFBFBD> <20><><EFBFBD><EFBFBD>.
SM_CHARACTER_KEY attacker=3; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
SM_CHARACTER_KEY victim=4; // <20>ǰ<EFBFBD><C7B0><EFBFBD>.
int32 attack_weapon_type = 5; // <20><><EFBFBD>ݹ<EFBFBD><DDB9><EFBFBD>Ÿ<EFBFBD><C5B8>.
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
message SM_REQ_BATTLE_RELOAD
{
int32 cur_hp=1; //
int32 cur_weapontype=2; //<2F><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
int32 currentbullet = 3; // źâ<C5BA><C3A2> ź<><C5BA>
int32 maxbullet=4; // <20><><EFBFBD><EFBFBD> <20>ִ<EFBFBD>ź<EFBFBD><C5BA><EFBFBD><EFBFBD>
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
message SM_REQ_BATTLE_DODGE
{
float px =1; //
float py =2; //
float pz =3; //
float ang =4; //
int32 dir_id = 5; // <20><><EFBFBD><EFBFBD>Ÿ<EFBFBD><C5B8>
}
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
message SM_REQ_BATTLE_WEAPON_CHANGE
{
int32 cur_weapontype=1; //<2F><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
repeated SM_DATA_WEAPON_DATA weapontypes=2; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
}
// <20><><EFBFBD><EFBFBD> <20>߰<EFBFBD>
message SM_REQ_BATTLE_WEAPON_ADD
{
int32 cur_weapontype=1; //<2F><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
repeated SM_DATA_WEAPON_DATA weapontypes=2; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
}
// ij<><C4B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
message SM_REQ_BATTLE_RESPAWN
{
float px =1; //
float py =2; //
float pz =3; //
float ang =4; //
float aim_yaw =5; //
float aim_pitch =6; // ī<>޶<EFBFBD>
int32 cur_hp=7; //
int32 cur_weapontype=8; //<2F><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
repeated SM_DATA_WEAPON_DATA weapontypes=9; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD>ͷ<EFBFBD><CDB7><EFBFBD>
message SM_REQ_BATTLE_OBJECT_INTERACTION
{
int32 objecttableid=1; // <20><><EFBFBD>ͷ<EFBFBD><CDB7><EFBFBD><EFBFBD><EFBFBD> <20><>Ʋ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ Table ID
string objectguid=2; // <20><><EFBFBD>ͷ<EFBFBD><CDB7><EFBFBD><EFBFBD><EFBFBD> <20><>Ʋ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ GUID
}
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
message SM_REQ_BATTLE_MANTLE
{
float px =1; //
float py =2; //
float pz =3; //
float lx =4; //
float ly =5; //
float lz =6; //
float vx =7; //
float vy =8; //
float vz =9; //
float ang =10; //
float tx =11; //
float ty =12; //
float tz =13; //
int32 height = 14;//
}
// <20>ΰ<EFBFBD><CEB0><EFBFBD> <20>ε<EFBFBD> <20><>
message SM_REQ_BATTLE_FINISHED_LODING
{
float px =1; //
float py =2; //
float pz =3; //
float ang =4; //
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>غ<EFBFBD><D8BA><EFBFBD> : <20>δ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>â <20><><EFBFBD><EFBFBD> <20><>
message SM_REQ_BATTLE_READY_TO_EXIT
{
}
// <20><><EFBFBD><EFBFBD> Ÿ<>ݿ<EFBFBD> <20><><EFBFBD>ؼ<EFBFBD> <20><><EFBFBD>ư<EFBFBD>
message SM_REQ_BATTLE_LAUNCH_CHARACTER
{
SM_CHARACTER_KEY target=1; // <20><><EFBFBD>ư<EFBFBD><C6B0><EFBFBD> <20><><EFBFBD><EFBFBD>
float vx =2; // LaunchVelocity
float vy =3; //
float vz =4; //
int32 xyoverride = 5;//bXYOverride
int32 zoverride = 6;//bZOverride
}
// Ư<><C6AF> <20><>Ȳ<EFBFBD><C8B2><EFBFBD><EFBFBD> <20><><EFBFBD>ϸ<EFBFBD><CFB8>̼<EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><>
message SM_REQ_BATTLE_PLAY_ANIMATION
{
SM_CHARACTER_KEY target =1; // <20><><EFBFBD><EFBFBD>
int32 type = 2; //
int32 value = 3; //
}
// <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD>
message SM_REQ_BATTLE_HIT_EFFECT
{
SM_CHARACTER_KEY target =1; // <20><><EFBFBD><EFBFBD>
int32 weapontype = 2; //
int32 hiteffecttype = 3; //
float nx =4; // ImpactNormal
float ny =5; //
float nz =6; //
float px =7; // ImpactPoint
float py =8; //
float pz =9; //
}
message SM_MOB_AI_VECTOR
{
float px =1; // ImpactPoint
float py =2; //
float pz =3; //
}
message SM_MOB_AI_AGGRO
{
SM_CHARACTER_KEY target = 1;
int32 aggropoint = 2;
}
message SM_MOB_AI_SYNCDATA
{
string mobguid = 1;
int32 currentAiBehavior = 2;
int32 taskflags = 3;
SM_MOB_AI_VECTOR startLocation = 4;
SM_MOB_AI_VECTOR lastKnownLocation = 5;
SM_MOB_AI_VECTOR lastHearingLocation = 6;
SM_CHARACTER_KEY targetCharacter = 7;
SM_CHARACTER_KEY lastHearingCharacter = 8;
repeated SM_MOB_AI_AGGRO targetCharacterList = 9; //
}
message SM_MOB_AI_ATTACK
{
string mobguid = 1;
float attack_time = 2;
SM_CHARACTER_KEY targetCharacter = 3;
int32 attack_type = 4;
SM_MOB_AI_VECTOR location = 5;
}
// <20>Ѿ<EFBFBD> <20>߻<EFBFBD>.
message SM_MOB_AI_SHOOT
{
string mobguid = 1;
float aim_yaw =2; // ī<>޶<EFBFBD> <20><><EFBFBD><EFBFBD>
float aim_pitch =3; // ī<>޶<EFBFBD> <20><><EFBFBD><EFBFBD>
int32 server_time=4; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
repeated SM_DATA_BATTLE_BULLET bullets = 5; // <20>߻<EFBFBD><DFBB>Ѿ<EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϼ<EFBFBD><CFBC>ִ<EFBFBD>.
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
message SM_MOB_AI_RELOAD
{
string mobguid = 1;
}
message SM_MOB_AI_FOCUS
{
string mobguid = 1;
int32 focus = 2;
SM_CHARACTER_KEY targetCharacter = 3;
}
message SM_MOB_MOVETO
{
string mobguid = 1;
int32 targetType = 2;
SM_MOB_AI_VECTOR tagetLocation = 3;
float radius = 4;
int32 stop = 5;
float moveSpeed = 6;
}
message SM_MOB_SPAWN
{
string mobguid = 1;
int32 mob_type = 2;
SM_MOB_AI_VECTOR location = 3;
float angle = 4;
string anchorguid = 5;
}
message SM_RUNNING_TRIGGER
{
string Anchor_GUID = 1;
string User_GUID = 2;
int64 server_Time = 3;
int32 hurdle_type = 4;
int32 is_triggered = 5;
// <20><><EFBFBD><EFBFBD>Ʈ Ÿ<><C5B8> <20><>ũ
int32 impact_type = 6;
float impact_x = 7;
float impact_y = 8;
float impact_z = 9;
int32 is_xy_override = 10;
int32 is_z_override = 11;
// <20><><EFBFBD><EFBFBD> Ÿ<><C5B8> <20><>ũ
int32 ragdoll_type = 12;
string ragdoll_bone_name = 13;
int32 is_partial = 14;
int32 is_moveable = 15;
}
message SM_HURDLE_TRAVERSAL
{
string anchor_guid = 1;
int64 server_time = 3;
int32 hurdle_type = 4;
int32 traversal_state = 5;
int32 montage_action = 6;
float loc_x = 7;
float loc_y = 8;
float loc_z = 9;
float rot_pitch = 10;
float rot_yaw = 11;
float rot_roll = 12;
int32 use_hurdle = 13;
}
message SM_RUNNING_ITEM
{
string Anchor_GUID = 1;
string str_item = 2;
}
message SM_RUNNING_HURDLE_SPAWN
{
string Hurdle_GUID = 1;
string Owner_Anchor_GUID = 2;
string class_path = 3;
int64 server_time = 4;
float loc_x = 5;
float loc_y = 6;
float loc_z = 7;
float rot_pitch = 8;
float rot_yaw = 9;
float rot_roll = 10;
int32 hurdle_type = 11;
float power = 12;
}
message SM_RUNNING_HURDLE_STATE
{
string Hurdle_GUID = 1;
string Owner_Anchor_GUID = 2;
int64 server_time = 3;
int32 state_type = 4;
}
message SM_RUNNING_HURDLE_MOVE
{
string Hurdle_GUID = 1;
string Owner_Anchor_GUID = 2;
int64 server_time = 3;
float loc_x = 4;
float loc_y = 5;
float loc_z = 6;
float rot_pitch = 7;
float rot_yaw = 8;
float rot_roll = 9;
float vel_x = 10;
float vel_y = 11;
float vel_z = 12;
}
// ȣ<><C8A3>Ʈ <20>׽<EFBFBD>Ʈ<EFBFBD><C6AE> <20>ӽ<EFBFBD> <20><>Ŷ
message SM_HOST_ROOMINFO
{
string host_guid = 1;
int64 room_starttime = 2;
}
// ȣ<><C8A3>Ʈ <20>׽<EFBFBD>Ʈ<EFBFBD><C6AE> <20>ӽ<EFBFBD> <20><>Ŷ
message SM_REQ_HOST_ROOMINFO
{
}

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@@ -0,0 +1,591 @@
// See README.txt for information and build instructions.
//
// Note: START and END tags are used in comments to define sections used in
// tutorials. They are not part of the syntax for Protocol Buffers.
//
// To get an in-depth walkthrough of this file and the related examples, see:
// https://developers.google.com/protocol-buffers/docs/tutorials
// [START declaration]
syntax = "proto3";
package Packet;
//import "google/protobuf/timestamp.proto";
// [END declaration]
// [START csharp_declaration]
option csharp_namespace = "Google.Protobuf.CES.Packet";
// [END csharp_declaration]
// [START messages]
message SM_REQ_MOVE_NEXT
{
float px =1; //
float py =2; //
float pz =3; //
float ang =4; //
float movevalue =5; //
int32 start =6; // ù <20>̵<EFBFBD><CCB5≯<EFBFBD> true <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD>θ<EFBFBD> false
int32 move_type = 7; // <20>̵<EFBFBD>Ÿ<EFBFBD><C5B8> (<28>ȱ<EFBFBD>, <20>ٱ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ, <20>ɾƼ<C9BE><C6BC>̵<EFBFBD>)
int64 server_time=8; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
}
message SM_REQ_MOVE_COMBINE
{
float px =1; //
float py =2; //
float pz =3; //
float lx =4; //
float ly =5; //
float lz =6; //
optional float vx =7; //
optional float vy =8; //
optional float vz =9; //
float ang =10; //
int32 move_speed =11; //
int32 move_type = 12; // <20>̵<EFBFBD>Ÿ<EFBFBD><C5B8> (<28>ȱ<EFBFBD>, <20>ٱ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ, <20>ɾƼ<C9BE><C6BC>̵<EFBFBD>)
int32 start =13; // ù <20>̵<EFBFBD><CCB5≯<EFBFBD> true <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD>θ<EFBFBD> false
int64 server_time=14; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
}
message SM_REQ_VOICE
{
int32 sampleRate = 1; //
int32 numchannels = 2; //
int32 PCMSize = 3; //
repeated int32 data = 4;
int32 dataSize = 5; //
}
message SM_REQ_MUSICBOX
{
string propguid = 1;
int32 sampleRate = 2; //
int32 numchannels = 3; //
int32 PCMSize = 4; //
repeated int32 data = 5;
int32 dataSize = 6; //
}
message SM_REQ_JUMP
{
float sx =1; //
float sy =2; //
float sz =3; //
float lx =4; //
float ly =5; //
float lz =6; //
float vx =7; //
float vy =8; //
float vz =9; //
float ang =10; //
int32 start =11; // ù <20>̵<EFBFBD><CCB5≯<EFBFBD> true <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD>θ<EFBFBD> false
int64 server_time=12; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
}
message SM_REQ_PRESENTATION_PAGE
{
string pageurl =1; //
int32 pageid =2; //
}
message SM_REQ_AIM
{
float pitch =1; //
}
message SM_REQ_PARTY_MOVE_MEMBER
{
float px =1; //
float py =2; //
float pz =3; //
}
message SM_REQ_VOICE_STATE
{
string nickname =1; //
int32 state =2; //
}
message SM_REQ_DANCE_INFO
{
int32 danceid = 1; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD>̵<EFBFBD>
int32 motionid = 2; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
int32 dancetype = 3; // <20><><EFBFBD><EFBFBD> Ÿ<><C5B8><EFBFBD>޺<EFBFBD>
int64 timestamp = 4; // <20>ð<EFBFBD>
}
message SM_REQ_DANCE_ROOMTIME
{
int64 sendmytime = 1;
}
message SM_SEND_DANCE_ROOMTIME
{
int64 sendroomtime = 1;
string guid = 2;
}
message SM_SEND_DANCE_STATE
{
int32 state = 1;
int64 sendroomtime = 2;
int32 state01 = 3;
int32 state02 = 4;
int32 state03 = 5;
string str01 = 6;
string str02 = 7;
string str03 = 8;
}
//////////////////////////////////////
// <20>Ѿ<EFBFBD><D1BE><EFBFBD><EFBFBD><EFBFBD>
message SM_DATA_BATTLE_BULLET
{
float px =1; // <09><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
float py =2; //
float pz =3; //
float yaw =4; // <09><><EFBFBD><EFBFBD>
float pitch =5; // <20><><EFBFBD><EFBFBD>
int32 damage =6; // <09><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
}
message SM_DATA_WEAPON_DATA
{
int32 weapontype = 1; // <20><><EFBFBD><EFBFBD>
int32 weaponid = 2; // <20><><EFBFBD>̺<EFBFBD>ID
int32 currentbullet = 3; // <20><><EFBFBD><EFBFBD> <20>Ѿ<EFBFBD>.
int32 maxbullet = 4; // źâ<C5BA><C3A2><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ִ<EFBFBD>ź<EFBFBD><C5BA>
}
message SM_REQ_BATTLE_MOVE
{
float px =1; //
float py =2; //
float pz =3; //
float lx =4; //
float ly =5; //
float lz =6; //
optional float vx =7; //
optional float vy =8; //
optional float vz =9; //
float ang =10; //
float movescale =11;
int32 move_speed =12; // <20>̵<EFBFBD><CCB5>ӵ<EFBFBD>
int32 move_type = 13; // <20>̵<EFBFBD>Ÿ<EFBFBD><C5B8> (<28>ȱ<EFBFBD>, <20>ٱ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ, <20>ɾƼ<C9BE><C6BC>̵<EFBFBD>)
int32 type =14; // <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD><EFBFBD>ȭŸ<C8AD><C5B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
optional float aim_yaw =15; //
optional float aim_pitch =16; //
optional int32 shoot_type = 17; // <20>ѱ<EFBFBD><D1B1>߻<EFBFBD><DFBB><EFBFBD><EFBFBD><EFBFBD>
optional int32 cur_weapontype=18;// <20><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
int64 server_time=19; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
repeated SM_DATA_WEAPON_DATA weapontypes=20; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
}
// ij<><C4B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
message SM_REQ_BATTLE_STATUS
{
float px =1; //
float py =2; //
float pz =3; //
float ang =4; //
float aim_yaw =5; //
float aim_pitch =6; // ī<>޶<EFBFBD>
int32 cur_hp=7; //
int32 shoot_type = 8; // <20>ѱ<EFBFBD><D1B1>߻<EFBFBD><DFBB><EFBFBD><EFBFBD><EFBFBD>
int32 cur_weapontype=9; //<2F><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
repeated SM_DATA_WEAPON_DATA weapontypes=10; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
int32 podcarry = 11; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD><D6B4><EFBFBD>.
int32 podcount = 12; // ȹ<><C8B9><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
int32 killcount = 13;
int32 deathcount = 14;
int32 assistcount = 15;
int32 damagecount = 16;
}
// <20><><EFBFBD><EFBFBD>/<2F><><EFBFBD><EFBFBD>Ǯ<EFBFBD><C7AE>
message SM_REQ_BATTLE_AIM
{
float ang =1; // ij<><C4B3><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
float aim_yaw =2; // ī<>޶<EFBFBD>
float aim_pitch =3; // ī<>޶<EFBFBD>
int32 aim_type = 4; // <20><><EFBFBD><EFBFBD>Ÿ<EFBFBD><C5B8>
int32 move_type =5; // <20>̵<EFBFBD>Ÿ<EFBFBD><C5B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD> -- <20>߰<EFBFBD>
}
// <20>߻<EFBFBD>
message SM_REQ_BATTLE_SHOOT
{
int32 weapontype =1; // <09>߻繫<DFBB><E7B9AB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
int32 remainbullet = 2; // <20><><EFBFBD><EFBFBD> ź<><C5BA>. : currentbullet
float aim_yaw =3; // ī<>޶<EFBFBD> <20><><EFBFBD><EFBFBD>
float aim_pitch =4; // ī<>޶<EFBFBD> <20><><EFBFBD><EFBFBD>
int32 aim_type = 5; // <20><><EFBFBD><EFBFBD>Ÿ<EFBFBD><C5B8>
int64 server_time=6; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
repeated SM_DATA_BATTLE_BULLET bullets = 7; // <20>߻<EFBFBD><DFBB>Ѿ<EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϼ<EFBFBD><CFBC>ִ<EFBFBD>.
}
message SM_CHARACTER_KEY
{
int32 type = 1;
string guid = 2;
}
// <20>ǰ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ڽ<EFBFBD><DABD><EFBFBD> hp<68><70> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. -> ȣ<><C8A3>Ʈ<EFBFBD><C6AE> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>¾Ҵٰ<D2B4> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
message SM_REQ_BATTLE_DAMAGE
{
int32 damage =1; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
int32 cur_hp=2; // <20><><EFBFBD><EFBFBD> <20><>. 0<≯<EFBFBD> <20><><EFBFBD><EFBFBD>.
SM_CHARACTER_KEY attacker=3; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
SM_CHARACTER_KEY victim=4; // <20>ǰ<EFBFBD><C7B0><EFBFBD>.
int32 attack_weapon_type = 5; // <20><><EFBFBD>ݹ<EFBFBD><DDB9><EFBFBD>Ÿ<EFBFBD><C5B8>.
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
message SM_REQ_BATTLE_RELOAD
{
int32 cur_hp=1; //
int32 cur_weapontype=2; //<2F><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
int32 currentbullet = 3; // źâ<C5BA><C3A2> ź<><C5BA>
int32 maxbullet=4; // <20><><EFBFBD><EFBFBD> <20>ִ<EFBFBD>ź<EFBFBD><C5BA><EFBFBD><EFBFBD>
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
message SM_REQ_BATTLE_DODGE
{
float px =1; //
float py =2; //
float pz =3; //
float ang =4; //
int32 dir_id = 5; // <20><><EFBFBD><EFBFBD>Ÿ<EFBFBD><C5B8>
}
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
message SM_REQ_BATTLE_WEAPON_CHANGE
{
int32 cur_weapontype=1; //<2F><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
repeated SM_DATA_WEAPON_DATA weapontypes=2; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
}
// <20><><EFBFBD><EFBFBD> <20>߰<EFBFBD>
message SM_REQ_BATTLE_WEAPON_ADD
{
int32 cur_weapontype=1; //<2F><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
repeated SM_DATA_WEAPON_DATA weapontypes=2; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
}
// ij<><C4B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
message SM_REQ_BATTLE_RESPAWN
{
float px =1; //
float py =2; //
float pz =3; //
float ang =4; //
float aim_yaw =5; //
float aim_pitch =6; // ī<>޶<EFBFBD>
int32 cur_hp=7; //
int32 cur_weapontype=8; //<2F><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
repeated SM_DATA_WEAPON_DATA weapontypes=9; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD>ͷ<EFBFBD><CDB7><EFBFBD>
message SM_REQ_BATTLE_OBJECT_INTERACTION
{
int32 objecttableid=1; // <20><><EFBFBD>ͷ<EFBFBD><CDB7><EFBFBD><EFBFBD><EFBFBD> <20><>Ʋ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ Table ID
string objectguid=2; // <20><><EFBFBD>ͷ<EFBFBD><CDB7><EFBFBD><EFBFBD><EFBFBD> <20><>Ʋ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ GUID
}
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
message SM_REQ_BATTLE_MANTLE
{
float px =1; //
float py =2; //
float pz =3; //
float lx =4; //
float ly =5; //
float lz =6; //
float vx =7; //
float vy =8; //
float vz =9; //
float ang =10; //
float tx =11; //
float ty =12; //
float tz =13; //
int32 height = 14;//
}
// <20>ΰ<EFBFBD><CEB0><EFBFBD> <20>ε<EFBFBD> <20><>
message SM_REQ_BATTLE_FINISHED_LODING
{
float px =1; //
float py =2; //
float pz =3; //
float ang =4; //
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>غ<EFBFBD><D8BA><EFBFBD> : <20>δ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>â <20><><EFBFBD><EFBFBD> <20><>
message SM_REQ_BATTLE_READY_TO_EXIT
{
}
// <20><><EFBFBD><EFBFBD> Ÿ<>ݿ<EFBFBD> <20><><EFBFBD>ؼ<EFBFBD> <20><><EFBFBD>ư<EFBFBD>
message SM_REQ_BATTLE_LAUNCH_CHARACTER
{
SM_CHARACTER_KEY target=1; // <20><><EFBFBD>ư<EFBFBD><C6B0><EFBFBD> <20><><EFBFBD><EFBFBD>
float vx =2; // LaunchVelocity
float vy =3; //
float vz =4; //
int32 xyoverride = 5;//bXYOverride
int32 zoverride = 6;//bZOverride
}
// Ư<><C6AF> <20><>Ȳ<EFBFBD><C8B2><EFBFBD><EFBFBD> <20><><EFBFBD>ϸ<EFBFBD><CFB8>̼<EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><>
message SM_REQ_BATTLE_PLAY_ANIMATION
{
SM_CHARACTER_KEY target =1; // <20><><EFBFBD><EFBFBD>
int32 type = 2; //
int32 value = 3; //
}
// <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD>
message SM_REQ_BATTLE_HIT_EFFECT
{
SM_CHARACTER_KEY target =1; // <20><><EFBFBD><EFBFBD>
int32 weaponid = 2; //
int32 hiteffecttype = 3; //
float nx =4; // ImpactNormal
float ny =5; //
float nz =6; //
float px =7; // ImpactPoint
float py =8; //
float pz =9; //
}
message SM_MOB_AI_VECTOR
{
float px =1; // ImpactPoint
float py =2; //
float pz =3; //
}
message SM_MOB_AI_AGGRO
{
SM_CHARACTER_KEY target = 1;
int32 aggropoint = 2;
}
message SM_MOB_AI_SYNCDATA
{
string mobguid = 1;
int32 currentAiBehavior = 2;
int32 taskflags = 3;
SM_MOB_AI_VECTOR startLocation = 4;
SM_MOB_AI_VECTOR lastKnownLocation = 5;
SM_MOB_AI_VECTOR lastHearingLocation = 6;
SM_CHARACTER_KEY targetCharacter = 7;
SM_CHARACTER_KEY lastHearingCharacter = 8;
repeated SM_MOB_AI_AGGRO targetCharacterList = 9; //
}
message SM_MOB_AI_ATTACK
{
string mobguid = 1;
float attack_time = 2;
SM_CHARACTER_KEY targetCharacter = 3;
int32 attack_type = 4;
SM_MOB_AI_VECTOR location = 5;
}
// <20>Ѿ<EFBFBD> <20>߻<EFBFBD>.
message SM_MOB_AI_SHOOT
{
string mobguid = 1;
float aim_yaw =2; // ī<>޶<EFBFBD> <20><><EFBFBD><EFBFBD>
float aim_pitch =3; // ī<>޶<EFBFBD> <20><><EFBFBD><EFBFBD>
int64 server_time=4; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
repeated SM_DATA_BATTLE_BULLET bullets = 5; // <20>߻<EFBFBD><DFBB>Ѿ<EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϼ<EFBFBD><CFBC>ִ<EFBFBD>.
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
message SM_MOB_AI_RELOAD
{
string mobguid = 1;
}
message SM_MOB_AI_FOCUS
{
string mobguid = 1;
int32 focus = 2;
SM_CHARACTER_KEY targetCharacter = 3;
}
message SM_MOB_MOVETO
{
string mobguid = 1;
int32 targetType = 2;
SM_MOB_AI_VECTOR tagetLocation = 3;
float radius = 4;
int32 stop = 5;
float moveSpeed = 6;
}
message SM_MOB_SPAWN
{
string mobguid = 1;
int32 mob_type = 2;
SM_MOB_AI_VECTOR location = 3;
float angle = 4;
string anchorguid = 5;
}
message SM_RUNNING_TRIGGER
{
string Anchor_GUID = 1;
string User_GUID = 2;
int32 hurdle_type = 3;
int32 is_triggered = 4;
// <20><><EFBFBD><EFBFBD>Ʈ Ÿ<><C5B8> <20><>ũ
optional int32 impact_type = 5;
optional SM_MOB_AI_VECTOR impact_force = 6;
optional int32 is_xy_override = 7;
optional int32 is_z_override = 8;
// <20><><EFBFBD><EFBFBD> Ÿ<><C5B8> <20><>ũ
optional int32 ragdoll_type = 9;
optional string ragdoll_bone_name = 10;
optional int32 is_partial = 11;
optional int32 is_moveable = 12;
}
message SM_RUNNING_ATTACH
{
string Anchor_GUID = 1;
int32 is_triggered = 5;
}
message SM_HURDLE_TRAVERSAL
{
string anchor_guid = 1;
int32 use_hurdle = 2;
int32 use_hurdle_mode = 3;
int32 hurdle_type = 4;
int32 traversal_state = 5;
int32 use_anim_dir = 6;
int32 montage_action = 7;
optional float loc_x = 8;
optional float loc_y = 9;
optional float loc_z = 10;
optional float rot_pitch = 11;
optional float rot_yaw = 12;
optional float rot_roll = 13;
}
message SM_RUNNING_ITEM
{
string Anchor_GUID = 1;
string str_item = 2;
}
message SM_RUNNING_HURDLE_SPAWN
{
string Hurdle_GUID = 1;
string Owner_Anchor_GUID = 2;
string class_path = 3;
int64 server_time = 4;
float loc_x = 5;
float loc_y = 6;
float loc_z = 7;
float rot_pitch = 8;
float rot_yaw = 9;
float rot_roll = 10;
int32 hurdle_type = 11;
float power = 12;
}
message SM_RUNNING_HURDLE_STATE
{
string Hurdle_GUID = 1;
string Owner_Anchor_GUID = 2;
int64 server_time = 3;
int32 state_type = 4;
}
message SM_RUNNING_HURDLE_MOVE
{
string Hurdle_GUID = 1;
string Owner_Anchor_GUID = 2;
int64 server_time = 3;
float loc_x = 4;
float loc_y = 5;
float loc_z = 6;
float rot_pitch = 7;
float rot_yaw = 8;
float rot_roll = 9;
float vel_x = 10;
float vel_y = 11;
float vel_z = 12;
}
// ȣ<><C8A3>Ʈ <20>׽<EFBFBD>Ʈ<EFBFBD><C6AE> <20>ӽ<EFBFBD> <20><>Ŷ
message SM_HOST_ROOMINFO
{
string host_guid = 1;
int64 room_starttime = 2;
}
// ȣ<><C8A3>Ʈ <20>׽<EFBFBD>Ʈ<EFBFBD><C6AE> <20>ӽ<EFBFBD> <20><>Ŷ
message SM_REQ_HOST_ROOMINFO
{
}
message SM_RUNNING_SCRIPT
{
string Hurdle_GUID = 1;
int32 State = 2;
}
message SM_RUNNING_ANCHOR_INFO
{
string Hurdle_GUID = 1;
int32 Hurdle_Type = 2;
repeated int32 IntValue = 3;
repeated float FloatValue = 4;
optional string StrValue = 5;
}
// Ŀ<><C4BF><EFBFBD><EFBFBD> <20>߷<EFBFBD> <20><>Ŷ
message SM_RUNNING_GRAVITY
{
int32 gravity_mode = 1;
float gravity_scale = 2;
SM_MOB_AI_VECTOR gravity_direction = 3;
float air_control = 4;
float air_control_boost_multiplier = 5;
float air_control_boost_velocity_threshold = 6;
float asend_power = 7;
float desend_power = 8;
}

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@@ -0,0 +1,567 @@
// See README.txt for information and build instructions.
//
// Note: START and END tags are used in comments to define sections used in
// tutorials. They are not part of the syntax for Protocol Buffers.
//
// To get an in-depth walkthrough of this file and the related examples, see:
// https://developers.google.com/protocol-buffers/docs/tutorials
// [START declaration]
syntax = "proto3";
package Packet;
//import "google/protobuf/timestamp.proto";
// [END declaration]
// [START csharp_declaration]
option csharp_namespace = "Google.Protobuf.CES.Packet";
// [END csharp_declaration]
// [START messages]
message SM_REQ_MOVE_NEXT
{
optional float px =1; //
optional float py =2; //
optional float pz =3; //
optional float ang =4; //
optional float movevalue =5; //
optional int32 start =6; // ù <20>̵<EFBFBD><CCB5≯<EFBFBD> true <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD>θ<EFBFBD> false
optional int32 move_type = 7; // <20>̵<EFBFBD>Ÿ<EFBFBD><C5B8> (<28>ȱ<EFBFBD>, <20>ٱ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ, <20>ɾƼ<C9BE><C6BC>̵<EFBFBD>)
optional int32 server_time=8; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
}
message SM_REQ_MOVE_COMBINE
{
optional float px =1; //
optional float py =2; //
optional float pz =3; //
optional float lx =4; //
optional float ly =5; //
optional float lz =6; //
optional float ang =7; //
optional int32 move_speed =8; //
optional int32 move_type = 9; // <20>̵<EFBFBD>Ÿ<EFBFBD><C5B8> (<28>ȱ<EFBFBD>, <20>ٱ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ, <20>ɾƼ<C9BE><C6BC>̵<EFBFBD>)
optional int32 start =10; // ù <20>̵<EFBFBD><CCB5≯<EFBFBD> true <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD>θ<EFBFBD> false
optional int32 server_time=11; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
}
message SM_REQ_TRACKING_TYPE
{
optional int32 type =1;
}
message SM_REQ_VOICE
{
optional int32 sampleRate = 1; //
optional int32 numchannels = 2; //
optional int32 PCMSize = 3; //
repeated int32 data = 4;
optional int32 dataSize = 5; //
}
message SM_REQ_MUSICBOX
{
optional string propguid = 1;
optional int32 sampleRate = 2; //
optional int32 numchannels = 3; //
optional int32 PCMSize = 4; //
repeated int32 data = 5;
optional int32 dataSize = 6; //
}
message SM_REQ_JUMP
{
optional float sx =1; //
optional float sy =2; //
optional float sz =3; //
optional float lx =4; //
optional float ly =5; //
optional float lz =6; //
optional float ang =7; //
optional int32 start =8; // ù <20>̵<EFBFBD><CCB5≯<EFBFBD> true <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD>θ<EFBFBD> false
optional int32 server_time=9; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
}
message SM_REQ_GUIDE
{
optional string guoup =1; //
optional int32 operatorid =2; //
optional int32 guidetype =3; //
}
message SM_REQ_PRESENTATION_PAGE
{
string pageurl =1; //
int32 pageid =2; //
}
message SM_REQ_AIM
{
optional float pitch =1; //
}
message SM_REQ_PARTY_MOVE_MEMBER
{
optional float px =1; //
optional float py =2; //
optional float pz =3; //
}
message SM_REQ_VOICE_STATE
{
optional string nickname =1; //
optional int32 state =2; //
}
message SM_REQ_DANCE_INFO
{
optional int32 danceid = 1; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD>̵<EFBFBD>
optional int32 motionid = 2; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
optional int32 dancetype = 3; // <20><><EFBFBD><EFBFBD> Ÿ<><C5B8><EFBFBD>޺<EFBFBD>
optional int64 timestamp = 4; // <20>ð<EFBFBD>
}
message SM_REQ_DANCE_ROOMTIME
{
int64 sendmytime = 1;
}
message SM_SEND_DANCE_ROOMTIME
{
int64 sendroomtime = 1;
string guid = 2;
}
message SM_SEND_DANCE_STATE
{
optional int32 state = 1;
optional int64 sendroomtime = 2;
optional int32 state01 = 3;
optional int32 state02 = 4;
optional int32 state03 = 5;
optional string str01 = 6;
optional string str02 = 7;
optional string str03 = 8;
}
//////////////////////////////////////
// <20>Ѿ<EFBFBD><D1BE><EFBFBD><EFBFBD><EFBFBD>
message SM_DATA_BATTLE_BULLET
{
optional float px =1; // <09><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
optional float py =2; //
optional float pz =3; //
optional float yaw =4; // <09><><EFBFBD><EFBFBD>
optional float pitch =5; // <20><><EFBFBD><EFBFBD>
optional int32 damage =6; // <09><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
}
message SM_DATA_WEAPON_DATA
{
int32 weapontype = 1; // <20><><EFBFBD><EFBFBD>
int32 weaponid = 2; // <20><><EFBFBD>̺<EFBFBD>ID
int32 currentbullet = 3; // <20><><EFBFBD><EFBFBD> <20>Ѿ<EFBFBD>.
int32 maxbullet = 4; // źâ<C5BA><C3A2><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ִ<EFBFBD>ź<EFBFBD><C5BA>
}
message SM_REQ_BATTLE_MOVE
{
float px =1; //
float py =2; //
float pz =3; //
float lx =4; //
float ly =5; //
float lz =6; //
float vx =7; //
float vy =8; //
float vz =9; //
float ang =10; //
float movescale =11;
int32 move_speed =12; // <20>̵<EFBFBD><CCB5>ӵ<EFBFBD>
int32 move_type = 13; // <20>̵<EFBFBD>Ÿ<EFBFBD><C5B8> (<28>ȱ<EFBFBD>, <20>ٱ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ, <20>ɾƼ<C9BE><C6BC>̵<EFBFBD>)
int32 type =14; // <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD><EFBFBD>ȭŸ<C8AD><C5B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
float aim_yaw =15; //
float aim_pitch =16; //
int32 cur_hp=17; //
int32 shoot_type = 18; // <20>ѱ<EFBFBD><D1B1>߻<EFBFBD><DFBB><EFBFBD><EFBFBD><EFBFBD>
int32 cur_weapontype=19;// <20><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
int32 server_time=20; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
repeated SM_DATA_WEAPON_DATA weapontypes=21; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
}
// ij<><C4B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
message SM_REQ_BATTLE_STATUS
{
float px =1; //
float py =2; //
float pz =3; //
float ang =4; //
float aim_yaw =5; //
float aim_pitch =6; // ī<>޶<EFBFBD>
int32 cur_hp=7; //
int32 shoot_type = 8; // <20>ѱ<EFBFBD><D1B1>߻<EFBFBD><DFBB><EFBFBD><EFBFBD><EFBFBD>
int32 cur_weapontype=9; //<2F><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
repeated SM_DATA_WEAPON_DATA weapontypes=10; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
int32 podcarry = 11; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD><D6B4><EFBFBD>.
int32 podcount = 12; // ȹ<><C8B9><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
int32 killcount = 13;
int32 deathcount = 14;
int32 assistcount = 15;
int32 damagecount = 16;
}
// <20><><EFBFBD><EFBFBD>/<2F><><EFBFBD><EFBFBD>Ǯ<EFBFBD><C7AE>
message SM_REQ_BATTLE_AIM
{
float ang =1; // ij<><C4B3><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
float aim_yaw =2; // ī<>޶<EFBFBD>
float aim_pitch =3; // ī<>޶<EFBFBD>
int32 aim_type = 4; // <20><><EFBFBD><EFBFBD>Ÿ<EFBFBD><C5B8>
int32 move_type =5; // <20>̵<EFBFBD>Ÿ<EFBFBD><C5B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD> -- <20>߰<EFBFBD>
}
// <20>߻<EFBFBD>
message SM_REQ_BATTLE_SHOOT
{
int32 weapontype =1; // <09>߻繫<DFBB><E7B9AB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
int32 remainbullet = 2; // <20><><EFBFBD><EFBFBD> ź<><C5BA>. : currentbullet
float aim_yaw =3; // ī<>޶<EFBFBD> <20><><EFBFBD><EFBFBD>
float aim_pitch =4; // ī<>޶<EFBFBD> <20><><EFBFBD><EFBFBD>
int32 aim_type = 5; // <20><><EFBFBD><EFBFBD>Ÿ<EFBFBD><C5B8>
int32 server_time=6; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
repeated SM_DATA_BATTLE_BULLET bullets = 7; // <20>߻<EFBFBD><DFBB>Ѿ<EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϼ<EFBFBD><CFBC>ִ<EFBFBD>.
}
message SM_CHARACTER_KEY
{
int32 type = 1;
string guid = 2;
}
// <20>ǰ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ڽ<EFBFBD><DABD><EFBFBD> hp<68><70> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. -> ȣ<><C8A3>Ʈ<EFBFBD><C6AE> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>¾Ҵٰ<D2B4> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
message SM_REQ_BATTLE_DAMAGE
{
int32 damage =1; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
int32 cur_hp=2; // <20><><EFBFBD><EFBFBD> <20><>. 0<≯<EFBFBD> <20><><EFBFBD><EFBFBD>.
SM_CHARACTER_KEY attacker=3; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
SM_CHARACTER_KEY victim=4; // <20>ǰ<EFBFBD><C7B0><EFBFBD>.
int32 attack_weapon_type = 5; // <20><><EFBFBD>ݹ<EFBFBD><DDB9><EFBFBD>Ÿ<EFBFBD><C5B8>.
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
message SM_REQ_BATTLE_RELOAD
{
int32 cur_hp=1; //
int32 cur_weapontype=2; //<2F><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
int32 currentbullet = 3; // źâ<C5BA><C3A2> ź<><C5BA>
int32 maxbullet=4; // <20><><EFBFBD><EFBFBD> <20>ִ<EFBFBD>ź<EFBFBD><C5BA><EFBFBD><EFBFBD>
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
message SM_REQ_BATTLE_DODGE
{
float px =1; //
float py =2; //
float pz =3; //
float ang =4; //
int32 dir_id = 5; // <20><><EFBFBD><EFBFBD>Ÿ<EFBFBD><C5B8>
}
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
message SM_REQ_BATTLE_WEAPON_CHANGE
{
int32 cur_weapontype=1; //<2F><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
repeated SM_DATA_WEAPON_DATA weapontypes=2; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
}
// <20><><EFBFBD><EFBFBD> <20>߰<EFBFBD>
message SM_REQ_BATTLE_WEAPON_ADD
{
int32 cur_weapontype=1; //<2F><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
repeated SM_DATA_WEAPON_DATA weapontypes=2; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
}
// ij<><C4B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
message SM_REQ_BATTLE_RESPAWN
{
float px =1; //
float py =2; //
float pz =3; //
float ang =4; //
float aim_yaw =5; //
float aim_pitch =6; // ī<>޶<EFBFBD>
int32 cur_hp=7; //
int32 cur_weapontype=8; //<2F><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
repeated SM_DATA_WEAPON_DATA weapontypes=9; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD>ͷ<EFBFBD><CDB7><EFBFBD>
message SM_REQ_BATTLE_OBJECT_INTERACTION
{
int32 objecttableid=1; // <20><><EFBFBD>ͷ<EFBFBD><CDB7><EFBFBD><EFBFBD><EFBFBD> <20><>Ʋ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ Table ID
string objectguid=2; // <20><><EFBFBD>ͷ<EFBFBD><CDB7><EFBFBD><EFBFBD><EFBFBD> <20><>Ʋ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ GUID
}
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
message SM_REQ_BATTLE_MANTLE
{
float px =1; //
float py =2; //
float pz =3; //
float lx =4; //
float ly =5; //
float lz =6; //
float vx =7; //
float vy =8; //
float vz =9; //
float ang =10; //
float tx =11; //
float ty =12; //
float tz =13; //
int32 height = 14;//
}
// <20>ΰ<EFBFBD><CEB0><EFBFBD> <20>ε<EFBFBD> <20><>
message SM_REQ_BATTLE_FINISHED_LODING
{
float px =1; //
float py =2; //
float pz =3; //
float ang =4; //
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>غ<EFBFBD><D8BA><EFBFBD> : <20>δ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>â <20><><EFBFBD><EFBFBD> <20><>
message SM_REQ_BATTLE_READY_TO_EXIT
{
}
// <20><><EFBFBD><EFBFBD> Ÿ<>ݿ<EFBFBD> <20><><EFBFBD>ؼ<EFBFBD> <20><><EFBFBD>ư<EFBFBD>
message SM_REQ_BATTLE_LAUNCH_CHARACTER
{
SM_CHARACTER_KEY target=1; // <20><><EFBFBD>ư<EFBFBD><C6B0><EFBFBD> <20><><EFBFBD><EFBFBD>
float vx =2; // LaunchVelocity
float vy =3; //
float vz =4; //
int32 xyoverride = 5;//bXYOverride
int32 zoverride = 6;//bZOverride
}
// Ư<><C6AF> <20><>Ȳ<EFBFBD><C8B2><EFBFBD><EFBFBD> <20><><EFBFBD>ϸ<EFBFBD><CFB8>̼<EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><>
message SM_REQ_BATTLE_PLAY_ANIMATION
{
SM_CHARACTER_KEY target =1; // <20><><EFBFBD><EFBFBD>
int32 type = 2; //
int32 value = 3; //
}
// <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD>
message SM_REQ_BATTLE_HIT_EFFECT
{
SM_CHARACTER_KEY target =1; // <20><><EFBFBD><EFBFBD>
int32 weaponid = 2; //
int32 hiteffecttype = 3; //
float nx =4; // ImpactNormal
float ny =5; //
float nz =6; //
float px =7; // ImpactPoint
float py =8; //
float pz =9; //
}
message SM_MOB_AI_VECTOR
{
float px =1; // ImpactPoint
float py =2; //
float pz =3; //
}
message SM_MOB_AI_AGGRO
{
SM_CHARACTER_KEY target = 1;
int32 aggropoint = 2;
}
message SM_MOB_AI_SYNCDATA
{
string mobguid = 1;
int32 currentAiBehavior = 2;
int32 taskflags = 3;
SM_MOB_AI_VECTOR startLocation = 4;
SM_MOB_AI_VECTOR lastKnownLocation = 5;
SM_MOB_AI_VECTOR lastHearingLocation = 6;
SM_CHARACTER_KEY targetCharacter = 7;
SM_CHARACTER_KEY lastHearingCharacter = 8;
repeated SM_MOB_AI_AGGRO targetCharacterList = 9; //
}
message SM_MOB_AI_ATTACK
{
string mobguid = 1;
float attack_time = 2;
SM_CHARACTER_KEY targetCharacter = 3;
int32 attack_type = 4;
SM_MOB_AI_VECTOR location = 5;
}
// <20>Ѿ<EFBFBD> <20>߻<EFBFBD>.
message SM_MOB_AI_SHOOT
{
string mobguid = 1;
float aim_yaw =2; // ī<>޶<EFBFBD> <20><><EFBFBD><EFBFBD>
float aim_pitch =3; // ī<>޶<EFBFBD> <20><><EFBFBD><EFBFBD>
int32 server_time=4; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
repeated SM_DATA_BATTLE_BULLET bullets = 5; // <20>߻<EFBFBD><DFBB>Ѿ<EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϼ<EFBFBD><CFBC>ִ<EFBFBD>.
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
message SM_MOB_AI_RELOAD
{
string mobguid = 1;
}
message SM_MOB_AI_FOCUS
{
string mobguid = 1;
int32 focus = 2;
SM_CHARACTER_KEY targetCharacter = 3;
}
message SM_MOB_MOVETO
{
string mobguid = 1;
int32 targetType = 2;
SM_MOB_AI_VECTOR tagetLocation = 3;
float radius = 4;
int32 stop = 5;
float moveSpeed = 6;
}
message SM_MOB_SPAWN
{
string mobguid = 1;
int32 mob_type = 2;
SM_MOB_AI_VECTOR location = 3;
float angle = 4;
string anchorguid = 5;
}
message SM_RUNNING_TRIGGER
{
string Anchor_GUID = 1;
string User_GUID = 2;
int64 server_Time = 3;
int32 hurdle_type = 4;
int32 is_triggered = 5;
SM_MOB_AI_VECTOR user_location = 6;
float user_angle = 7;
// <20><><EFBFBD><EFBFBD>Ʈ Ÿ<><C5B8> <20><>ũ
int32 impact_type = 8;
SM_MOB_AI_VECTOR impact_force = 9;
int32 is_xy_override = 10;
int32 is_z_override = 11;
// <20><><EFBFBD><EFBFBD> Ÿ<><C5B8> <20><>ũ
int32 ragdoll_type = 12;
string ragdoll_bone_name = 13;
int32 is_partial = 14;
int32 is_moveable = 15;
}
message SM_HURDLE_TRAVERSAL
{
string anchor_guid = 1;
int64 server_time = 2;
int32 use_hurdle = 3;
int32 use_hurdle_mode = 4;
int32 hurdle_type = 5;
int32 traversal_state = 6;
int32 use_anim_dir = 7;
int32 montage_action = 8;
float loc_x = 9;
float loc_y = 10;
float loc_z = 11;
float rot_pitch = 12;
float rot_yaw = 13;
float rot_roll = 14;
}
message SM_RUNNING_ITEM
{
string Anchor_GUID = 1;
string str_item = 2;
}
message SM_RUNNING_HURDLE_SPAWN
{
string Hurdle_GUID = 1;
string Owner_Anchor_GUID = 2;
string class_path = 3;
int64 server_time = 4;
float loc_x = 5;
float loc_y = 6;
float loc_z = 7;
float rot_pitch = 8;
float rot_yaw = 9;
float rot_roll = 10;
int32 hurdle_type = 11;
float power = 12;
}
message SM_RUNNING_HURDLE_STATE
{
string Hurdle_GUID = 1;
string Owner_Anchor_GUID = 2;
int64 server_time = 3;
int32 state_type = 4;
}
message SM_RUNNING_HURDLE_MOVE
{
string Hurdle_GUID = 1;
string Owner_Anchor_GUID = 2;
int64 server_time = 3;
float loc_x = 4;
float loc_y = 5;
float loc_z = 6;
float rot_pitch = 7;
float rot_yaw = 8;
float rot_roll = 9;
float vel_x = 10;
float vel_y = 11;
float vel_z = 12;
}
// ȣ<><C8A3>Ʈ <20>׽<EFBFBD>Ʈ<EFBFBD><C6AE> <20>ӽ<EFBFBD> <20><>Ŷ
message SM_HOST_ROOMINFO
{
string host_guid = 1;
int64 room_starttime = 2;
}
// ȣ<><C8A3>Ʈ <20>׽<EFBFBD>Ʈ<EFBFBD><C6AE> <20>ӽ<EFBFBD> <20><>Ŷ
message SM_REQ_HOST_ROOMINFO
{
}

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@@ -0,0 +1,560 @@
// See README.txt for information and build instructions.
//
// Note: START and END tags are used in comments to define sections used in
// tutorials. They are not part of the syntax for Protocol Buffers.
//
// To get an in-depth walkthrough of this file and the related examples, see:
// https://developers.google.com/protocol-buffers/docs/tutorials
// [START declaration]
syntax = "proto3";
package Packet;
//import "google/protobuf/timestamp.proto";
// [END declaration]
// [START csharp_declaration]
option csharp_namespace = "Google.Protobuf.CES.Packet";
// [END csharp_declaration]
// [START messages]
message SM_REQ_MOVE_NEXT
{
float px =1; //
float py =2; //
float pz =3; //
float ang =4; //
float movevalue =5; //
int32 start =6; // ù <20>̵<EFBFBD><CCB5≯<EFBFBD> true <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD>θ<EFBFBD> false
int32 move_type = 7; // <20>̵<EFBFBD>Ÿ<EFBFBD><C5B8> (<28>ȱ<EFBFBD>, <20>ٱ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ, <20>ɾƼ<C9BE><C6BC>̵<EFBFBD>)
int64 server_time=8; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
}
message SM_REQ_MOVE_COMBINE
{
float px =1; //
float py =2; //
float pz =3; //
float lx =4; //
float ly =5; //
float lz =6; //
float ang =7; //
int32 move_speed =8; //
int32 move_type = 9; // <20>̵<EFBFBD>Ÿ<EFBFBD><C5B8> (<28>ȱ<EFBFBD>, <20>ٱ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ, <20>ɾƼ<C9BE><C6BC>̵<EFBFBD>)
int32 start =10; // ù <20>̵<EFBFBD><CCB5≯<EFBFBD> true <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD>θ<EFBFBD> false
int64 server_time=11; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
}
message SM_REQ_VOICE
{
int32 sampleRate = 1; //
int32 numchannels = 2; //
int32 PCMSize = 3; //
repeated int32 data = 4;
int32 dataSize = 5; //
}
message SM_REQ_MUSICBOX
{
string propguid = 1;
int32 sampleRate = 2; //
int32 numchannels = 3; //
int32 PCMSize = 4; //
repeated int32 data = 5;
int32 dataSize = 6; //
}
message SM_REQ_JUMP
{
float sx =1; //
float sy =2; //
float sz =3; //
float lx =4; //
float ly =5; //
float lz =6; //
float ang =7; //
int32 start =8; // ù <20>̵<EFBFBD><CCB5≯<EFBFBD> true <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD>θ<EFBFBD> false
int64 server_time=9; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
}
message SM_REQ_PRESENTATION_PAGE
{
string pageurl =1; //
int32 pageid =2; //
}
message SM_REQ_AIM
{
float pitch =1; //
}
message SM_REQ_PARTY_MOVE_MEMBER
{
float px =1; //
float py =2; //
float pz =3; //
}
message SM_REQ_VOICE_STATE
{
string nickname =1; //
int32 state =2; //
}
message SM_REQ_DANCE_INFO
{
int32 danceid = 1; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD>̵<EFBFBD>
int32 motionid = 2; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
int32 dancetype = 3; // <20><><EFBFBD><EFBFBD> Ÿ<><C5B8><EFBFBD>޺<EFBFBD>
int64 timestamp = 4; // <20>ð<EFBFBD>
}
message SM_REQ_DANCE_ROOMTIME
{
int64 sendmytime = 1;
}
message SM_SEND_DANCE_ROOMTIME
{
int64 sendroomtime = 1;
string guid = 2;
}
message SM_SEND_DANCE_STATE
{
int32 state = 1;
int64 sendroomtime = 2;
int32 state01 = 3;
int32 state02 = 4;
int32 state03 = 5;
string str01 = 6;
string str02 = 7;
string str03 = 8;
}
//////////////////////////////////////
// <20>Ѿ<EFBFBD><D1BE><EFBFBD><EFBFBD><EFBFBD>
message SM_DATA_BATTLE_BULLET
{
float px =1; // <09><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
float py =2; //
float pz =3; //
float yaw =4; // <09><><EFBFBD><EFBFBD>
float pitch =5; // <20><><EFBFBD><EFBFBD>
int32 damage =6; // <09><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
}
message SM_DATA_WEAPON_DATA
{
int32 weapontype = 1; // <20><><EFBFBD><EFBFBD>
int32 weaponid = 2; // <20><><EFBFBD>̺<EFBFBD>ID
int32 currentbullet = 3; // <20><><EFBFBD><EFBFBD> <20>Ѿ<EFBFBD>.
int32 maxbullet = 4; // źâ<C5BA><C3A2><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ִ<EFBFBD>ź<EFBFBD><C5BA>
}
message SM_REQ_BATTLE_MOVE
{
float px =1; //
float py =2; //
float pz =3; //
float lx =4; //
float ly =5; //
float lz =6; //
optional float vx =7; //
optional float vy =8; //
optional float vz =9; //
float ang =10; //
float movescale =11;
int32 move_speed =12; // <20>̵<EFBFBD><CCB5>ӵ<EFBFBD>
int32 move_type = 13; // <20>̵<EFBFBD>Ÿ<EFBFBD><C5B8> (<28>ȱ<EFBFBD>, <20>ٱ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ, <20>ɾƼ<C9BE><C6BC>̵<EFBFBD>)
int32 type =14; // <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD><EFBFBD>ȭŸ<C8AD><C5B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
optional float aim_yaw =15; //
optional float aim_pitch =16; //
optional int32 shoot_type = 17; // <20>ѱ<EFBFBD><D1B1>߻<EFBFBD><DFBB><EFBFBD><EFBFBD><EFBFBD>
optional int32 cur_weapontype=18;// <20><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
int64 server_time=19; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
repeated SM_DATA_WEAPON_DATA weapontypes=20; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
}
// ij<><C4B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
message SM_REQ_BATTLE_STATUS
{
float px =1; //
float py =2; //
float pz =3; //
float ang =4; //
float aim_yaw =5; //
float aim_pitch =6; // ī<>޶<EFBFBD>
int32 cur_hp=7; //
int32 shoot_type = 8; // <20>ѱ<EFBFBD><D1B1>߻<EFBFBD><DFBB><EFBFBD><EFBFBD><EFBFBD>
int32 cur_weapontype=9; //<2F><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
repeated SM_DATA_WEAPON_DATA weapontypes=10; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
int32 podcarry = 11; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD><D6B4><EFBFBD>.
int32 podcount = 12; // ȹ<><C8B9><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
int32 killcount = 13;
int32 deathcount = 14;
int32 assistcount = 15;
int32 damagecount = 16;
}
// <20><><EFBFBD><EFBFBD>/<2F><><EFBFBD><EFBFBD>Ǯ<EFBFBD><C7AE>
message SM_REQ_BATTLE_AIM
{
float ang =1; // ij<><C4B3><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
float aim_yaw =2; // ī<>޶<EFBFBD>
float aim_pitch =3; // ī<>޶<EFBFBD>
int32 aim_type = 4; // <20><><EFBFBD><EFBFBD>Ÿ<EFBFBD><C5B8>
int32 move_type =5; // <20>̵<EFBFBD>Ÿ<EFBFBD><C5B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD> -- <20>߰<EFBFBD>
}
// <20>߻<EFBFBD>
message SM_REQ_BATTLE_SHOOT
{
int32 weapontype =1; // <09>߻繫<DFBB><E7B9AB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
int32 remainbullet = 2; // <20><><EFBFBD><EFBFBD> ź<><C5BA>. : currentbullet
float aim_yaw =3; // ī<>޶<EFBFBD> <20><><EFBFBD><EFBFBD>
float aim_pitch =4; // ī<>޶<EFBFBD> <20><><EFBFBD><EFBFBD>
int32 aim_type = 5; // <20><><EFBFBD><EFBFBD>Ÿ<EFBFBD><C5B8>
int64 server_time=6; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
repeated SM_DATA_BATTLE_BULLET bullets = 7; // <20>߻<EFBFBD><DFBB>Ѿ<EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϼ<EFBFBD><CFBC>ִ<EFBFBD>.
}
message SM_CHARACTER_KEY
{
int32 type = 1;
string guid = 2;
}
// <20>ǰ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ڽ<EFBFBD><DABD><EFBFBD> hp<68><70> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. -> ȣ<><C8A3>Ʈ<EFBFBD><C6AE> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>¾Ҵٰ<D2B4> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
message SM_REQ_BATTLE_DAMAGE
{
int32 damage =1; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
int32 cur_hp=2; // <20><><EFBFBD><EFBFBD> <20><>. 0<≯<EFBFBD> <20><><EFBFBD><EFBFBD>.
SM_CHARACTER_KEY attacker=3; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
SM_CHARACTER_KEY victim=4; // <20>ǰ<EFBFBD><C7B0><EFBFBD>.
int32 attack_weapon_type = 5; // <20><><EFBFBD>ݹ<EFBFBD><DDB9><EFBFBD>Ÿ<EFBFBD><C5B8>.
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
message SM_REQ_BATTLE_RELOAD
{
int32 cur_hp=1; //
int32 cur_weapontype=2; //<2F><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
int32 currentbullet = 3; // źâ<C5BA><C3A2> ź<><C5BA>
int32 maxbullet=4; // <20><><EFBFBD><EFBFBD> <20>ִ<EFBFBD>ź<EFBFBD><C5BA><EFBFBD><EFBFBD>
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
message SM_REQ_BATTLE_DODGE
{
float px =1; //
float py =2; //
float pz =3; //
float ang =4; //
int32 dir_id = 5; // <20><><EFBFBD><EFBFBD>Ÿ<EFBFBD><C5B8>
}
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
message SM_REQ_BATTLE_WEAPON_CHANGE
{
int32 cur_weapontype=1; //<2F><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
repeated SM_DATA_WEAPON_DATA weapontypes=2; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
}
// <20><><EFBFBD><EFBFBD> <20>߰<EFBFBD>
message SM_REQ_BATTLE_WEAPON_ADD
{
int32 cur_weapontype=1; //<2F><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
repeated SM_DATA_WEAPON_DATA weapontypes=2; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
}
// ij<><C4B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
message SM_REQ_BATTLE_RESPAWN
{
float px =1; //
float py =2; //
float pz =3; //
float ang =4; //
float aim_yaw =5; //
float aim_pitch =6; // ī<>޶<EFBFBD>
int32 cur_hp=7; //
int32 cur_weapontype=8; //<2F><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
repeated SM_DATA_WEAPON_DATA weapontypes=9; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD>ͷ<EFBFBD><CDB7><EFBFBD>
message SM_REQ_BATTLE_OBJECT_INTERACTION
{
int32 objecttableid=1; // <20><><EFBFBD>ͷ<EFBFBD><CDB7><EFBFBD><EFBFBD><EFBFBD> <20><>Ʋ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ Table ID
string objectguid=2; // <20><><EFBFBD>ͷ<EFBFBD><CDB7><EFBFBD><EFBFBD><EFBFBD> <20><>Ʋ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ GUID
}
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
message SM_REQ_BATTLE_MANTLE
{
float px =1; //
float py =2; //
float pz =3; //
float lx =4; //
float ly =5; //
float lz =6; //
float vx =7; //
float vy =8; //
float vz =9; //
float ang =10; //
float tx =11; //
float ty =12; //
float tz =13; //
int32 height = 14;//
}
// <20>ΰ<EFBFBD><CEB0><EFBFBD> <20>ε<EFBFBD> <20><>
message SM_REQ_BATTLE_FINISHED_LODING
{
float px =1; //
float py =2; //
float pz =3; //
float ang =4; //
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>غ<EFBFBD><D8BA><EFBFBD> : <20>δ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>â <20><><EFBFBD><EFBFBD> <20><>
message SM_REQ_BATTLE_READY_TO_EXIT
{
}
// <20><><EFBFBD><EFBFBD> Ÿ<>ݿ<EFBFBD> <20><><EFBFBD>ؼ<EFBFBD> <20><><EFBFBD>ư<EFBFBD>
message SM_REQ_BATTLE_LAUNCH_CHARACTER
{
SM_CHARACTER_KEY target=1; // <20><><EFBFBD>ư<EFBFBD><C6B0><EFBFBD> <20><><EFBFBD><EFBFBD>
float vx =2; // LaunchVelocity
float vy =3; //
float vz =4; //
int32 xyoverride = 5;//bXYOverride
int32 zoverride = 6;//bZOverride
}
// Ư<><C6AF> <20><>Ȳ<EFBFBD><C8B2><EFBFBD><EFBFBD> <20><><EFBFBD>ϸ<EFBFBD><CFB8>̼<EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><>
message SM_REQ_BATTLE_PLAY_ANIMATION
{
SM_CHARACTER_KEY target =1; // <20><><EFBFBD><EFBFBD>
int32 type = 2; //
int32 value = 3; //
}
// <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD>
message SM_REQ_BATTLE_HIT_EFFECT
{
SM_CHARACTER_KEY target =1; // <20><><EFBFBD><EFBFBD>
int32 weaponid = 2; //
int32 hiteffecttype = 3; //
float nx =4; // ImpactNormal
float ny =5; //
float nz =6; //
float px =7; // ImpactPoint
float py =8; //
float pz =9; //
}
message SM_MOB_AI_VECTOR
{
float px =1; // ImpactPoint
float py =2; //
float pz =3; //
}
message SM_MOB_AI_AGGRO
{
SM_CHARACTER_KEY target = 1;
int32 aggropoint = 2;
}
message SM_MOB_AI_SYNCDATA
{
string mobguid = 1;
int32 currentAiBehavior = 2;
int32 taskflags = 3;
SM_MOB_AI_VECTOR startLocation = 4;
SM_MOB_AI_VECTOR lastKnownLocation = 5;
SM_MOB_AI_VECTOR lastHearingLocation = 6;
SM_CHARACTER_KEY targetCharacter = 7;
SM_CHARACTER_KEY lastHearingCharacter = 8;
repeated SM_MOB_AI_AGGRO targetCharacterList = 9; //
}
message SM_MOB_AI_ATTACK
{
string mobguid = 1;
float attack_time = 2;
SM_CHARACTER_KEY targetCharacter = 3;
int32 attack_type = 4;
SM_MOB_AI_VECTOR location = 5;
}
// <20>Ѿ<EFBFBD> <20>߻<EFBFBD>.
message SM_MOB_AI_SHOOT
{
string mobguid = 1;
float aim_yaw =2; // ī<>޶<EFBFBD> <20><><EFBFBD><EFBFBD>
float aim_pitch =3; // ī<>޶<EFBFBD> <20><><EFBFBD><EFBFBD>
int64 server_time=4; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
repeated SM_DATA_BATTLE_BULLET bullets = 5; // <20>߻<EFBFBD><DFBB>Ѿ<EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϼ<EFBFBD><CFBC>ִ<EFBFBD>.
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
message SM_MOB_AI_RELOAD
{
string mobguid = 1;
}
message SM_MOB_AI_FOCUS
{
string mobguid = 1;
int32 focus = 2;
SM_CHARACTER_KEY targetCharacter = 3;
}
message SM_MOB_MOVETO
{
string mobguid = 1;
int32 targetType = 2;
SM_MOB_AI_VECTOR tagetLocation = 3;
float radius = 4;
int32 stop = 5;
float moveSpeed = 6;
}
message SM_MOB_SPAWN
{
string mobguid = 1;
int32 mob_type = 2;
SM_MOB_AI_VECTOR location = 3;
float angle = 4;
string anchorguid = 5;
}
message SM_RUNNING_TRIGGER
{
string Anchor_GUID = 1;
string User_GUID = 2;
int32 hurdle_type = 3;
int32 is_triggered = 4;
// <20><><EFBFBD><EFBFBD>Ʈ Ÿ<><C5B8> <20><>ũ
optional int32 impact_type = 5;
optional SM_MOB_AI_VECTOR impact_force = 6;
optional int32 is_xy_override = 7;
optional int32 is_z_override = 8;
// <20><><EFBFBD><EFBFBD> Ÿ<><C5B8> <20><>ũ
optional int32 ragdoll_type = 9;
optional string ragdoll_bone_name = 10;
optional int32 is_partial = 11;
optional int32 is_moveable = 12;
}
message SM_RUNNING_ATTACH
{
string Anchor_GUID = 1;
int32 is_triggered = 5;
}
message SM_HURDLE_TRAVERSAL
{
string anchor_guid = 1;
int32 use_hurdle = 2;
int32 use_hurdle_mode = 3;
int32 hurdle_type = 4;
int32 traversal_state = 5;
int32 use_anim_dir = 6;
int32 montage_action = 7;
optional float loc_x = 8;
optional float loc_y = 9;
optional float loc_z = 10;
optional float rot_pitch = 11;
optional float rot_yaw = 12;
optional float rot_roll = 13;
}
message SM_RUNNING_ITEM
{
string Anchor_GUID = 1;
string str_item = 2;
}
message SM_RUNNING_HURDLE_SPAWN
{
string Hurdle_GUID = 1;
string Owner_Anchor_GUID = 2;
string class_path = 3;
int64 server_time = 4;
float loc_x = 5;
float loc_y = 6;
float loc_z = 7;
float rot_pitch = 8;
float rot_yaw = 9;
float rot_roll = 10;
int32 hurdle_type = 11;
float power = 12;
}
message SM_RUNNING_HURDLE_STATE
{
string Hurdle_GUID = 1;
string Owner_Anchor_GUID = 2;
int64 server_time = 3;
int32 state_type = 4;
}
message SM_RUNNING_HURDLE_MOVE
{
string Hurdle_GUID = 1;
string Owner_Anchor_GUID = 2;
int64 server_time = 3;
float loc_x = 4;
float loc_y = 5;
float loc_z = 6;
float rot_pitch = 7;
float rot_yaw = 8;
float rot_roll = 9;
float vel_x = 10;
float vel_y = 11;
float vel_z = 12;
}
// ȣ<><C8A3>Ʈ <20>׽<EFBFBD>Ʈ<EFBFBD><C6AE> <20>ӽ<EFBFBD> <20><>Ŷ
message SM_HOST_ROOMINFO
{
string host_guid = 1;
int64 room_starttime = 2;
}
// ȣ<><C8A3>Ʈ <20>׽<EFBFBD>Ʈ<EFBFBD><C6AE> <20>ӽ<EFBFBD> <20><>Ŷ
message SM_REQ_HOST_ROOMINFO
{
}
message SM_RUNNING_SCRIPT
{
string Hurdle_GUID = 1;
int32 State = 2;
}

View File

@@ -0,0 +1,70 @@
// See README.txt for information and build instructions.
//
// Note: START and END tags are used in comments to define sections used in
// tutorials. They are not part of the syntax for Protocol Buffers.
//
// To get an in-depth walkthrough of this file and the related examples, see:
// https://developers.google.com/protocol-buffers/docs/tutorials
// [START declaration]
syntax = "proto3";
package protocol;
option csharp_namespace = "Google.Protobuf.CES.Packet";
//import "google/protobuf/timestamp.proto";
enum Protocol{
MOVE_NEXT = 0;
MOVE_COMBINE = 1;
VOICE = 30;
VOICE_STATE = 31;
MUSIC = 40;
MUSICBox = 41;
DANCE = 50;
DANCE_ReqRoomTime = 51;
DANCE_ResRoomTime = 52;
DANCE_StateUpdate = 53;
JUMP = 70;
GUIDE = 80;
PRESENTATION_PAGE = 81;
AIM = 100;
PARTY_MOVE_MEMBER = 110;
BATTLE_MOVE = 120; // 이동,멈춤,점프...
BATTLE_AIM = 121; // 조준.
BATTLE_STATUS = 122; // 현재상태.
BATTLE_MANTLE = 123; // 기어오르기.
BATTLE_SHOOT = 130; // 총알발사.
BATTLE_DAMAGE = 131; // 피격.
BATTLE_RELOAD = 132; // 재장전
BATTLE_DODGE = 133; // 구르기
BATTLE_WEAPON_CHANGE = 134; // 무기교환
BATTLE_WEAPON_ADD = 135; // 무기추가
BATTLE_RESPAWN = 136; // 사망후 리스폰.
BATTLE_OBJECT_INTERACTION = 137; // 오브젝트 인터렉션
BATTLE_FINISHED_LODING = 138; // 인게임 로딩 끝
BATTLE_READY_TO_EXIT = 139; // 인던 나가기 전에 결과창 보는 중
BATTLE_LAUNCH_CHARACTER = 140; // 범위 타격에 의해서 날아감
BATTLE_PLAY_ANIMATION = 141; // 특정 상황에서 에니메이션 실행 할 때
BATTLE_HIT_EFFECT = 142; // 캐릭터나 사물에 이펙트 표시
MOB_AI_ATTACK = 200;
MOB_AI_MOVETO = 201;
MOB_AI_FOCUS = 202;
MOB_AI_SYNCVAR = 203;
MOB_AI_SPAWN = 204;
MOB_AI_SHOOT = 205;
MOB_AI_RELOAD = 206;
RUNNING_TRIGGER = 300;
RUNNING_ITEM = 301;
RUNNING_HURDLE_SPAWN = 302;
RUNNING_HURDLE_MOVE = 303;
HOST_ROOMINFO = 401; // 호스트 테스트용 임시 패킷
REQ_HOST_ROOMINFO = 402; // 호스트 테스트용 임시 패킷
};
// [END messages]

Binary file not shown.

View File

@@ -21,68 +21,67 @@ option csharp_namespace = "Google.Protobuf.CES.Packet";
message SM_REQ_MOVE_NEXT
{
optional float px =1; //
optional float py =2; //
optional float pz =3; //
optional float ang =4; //
optional float movevalue =5; //
optional int32 start =6; // ù <20>̵<EFBFBD><CCB5≯<EFBFBD> true <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD>θ<EFBFBD> false
float px =1; //
float py =2; //
float pz =3; //
float ang =4; //
float movevalue =5; //
int32 start =6; // ù <20>̵<EFBFBD><CCB5≯<EFBFBD> true <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD>θ<EFBFBD> false
int32 move_type = 7; // <20>̵<EFBFBD>Ÿ<EFBFBD><C5B8> (<28>ȱ<EFBFBD>, <20>ٱ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ, <20>ɾƼ<C9BE><C6BC>̵<EFBFBD>)
int64 server_time=8; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
}
message SM_REQ_MOVE_COMBINE
{
optional float px =1; //
optional float py =2; //
optional float pz =3; //
optional float lx =4; //
optional float ly =5; //
optional float lz =6; //
optional float ang =7; //
optional int32 move_speed =8; //
optional int32 start =9; // ù <20>̵<EFBFBD><CCB5≯<EFBFBD> true <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD>θ<EFBFBD> false
}
message SM_REQ_TRACKING_TYPE
{
optional int32 type =1;
float px =1; //
float py =2; //
float pz =3; //
float lx =4; //
float ly =5; //
float lz =6; //
optional float vx =7; //
optional float vy =8; //
optional float vz =9; //
float ang =10; //
int32 move_speed =11; //
int32 move_type = 12; // <20>̵<EFBFBD>Ÿ<EFBFBD><C5B8> (<28>ȱ<EFBFBD>, <20>ٱ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ, <20>ɾƼ<C9BE><C6BC>̵<EFBFBD>)
int32 start =13; // ù <20>̵<EFBFBD><CCB5≯<EFBFBD> true <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD>θ<EFBFBD> false
int64 server_time=14; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
}
message SM_REQ_VOICE
{
optional int32 sampleRate = 1; //
optional int32 numchannels = 2; //
optional int32 PCMSize = 3; //
int32 sampleRate = 1; //
int32 numchannels = 2; //
int32 PCMSize = 3; //
repeated int32 data = 4;
optional int32 dataSize = 5; //
int32 dataSize = 5; //
}
message SM_REQ_MUSICBOX
{
optional string propguid = 1;
optional int32 sampleRate = 2; //
optional int32 numchannels = 3; //
optional int32 PCMSize = 4; //
string propguid = 1;
int32 sampleRate = 2; //
int32 numchannels = 3; //
int32 PCMSize = 4; //
repeated int32 data = 5;
optional int32 dataSize = 6; //
int32 dataSize = 6; //
}
message SM_REQ_JUMP
{
optional float sx =1; //
optional float sy =2; //
optional float sz =3; //
optional float lx =4; //
optional float ly =5; //
optional float lz =6; //
optional float ang =7; //
optional int32 start =8; // ù <20>̵<EFBFBD><CCB5≯<EFBFBD> true <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD>θ<EFBFBD> false
}
message SM_REQ_GUIDE
{
optional string guoup =1; //
optional int32 operatorid =2; //
optional int32 guidetype =3; //
float sx =1; //
float sy =2; //
float sz =3; //
float lx =4; //
float ly =5; //
float lz =6; //
float vx =7; //
float vy =8; //
float vz =9; //
float ang =10; //
int32 start =11; // ù <20>̵<EFBFBD><CCB5≯<EFBFBD> true <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD>θ<EFBFBD> false
int64 server_time=12; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
}
message SM_REQ_PRESENTATION_PAGE
@@ -94,28 +93,28 @@ message SM_REQ_PRESENTATION_PAGE
message SM_REQ_AIM
{
optional float pitch =1; //
float pitch =1; //
}
message SM_REQ_PARTY_MOVE_MEMBER
{
optional float px =1; //
optional float py =2; //
optional float pz =3; //
float px =1; //
float py =2; //
float pz =3; //
}
message SM_REQ_VOICE_STATE
{
optional string nickname =1; //
optional int32 state =2; //
string nickname =1; //
int32 state =2; //
}
message SM_REQ_DANCE_INFO
{
optional int32 danceid = 1; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD>̵<EFBFBD>
optional int32 motionid = 2; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
optional int32 dancetype = 3; // <20><><EFBFBD><EFBFBD> Ÿ<><C5B8><EFBFBD>޺<EFBFBD>
optional int64 timestamp = 4; // <20>ð<EFBFBD>
int32 danceid = 1; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD>̵<EFBFBD>
int32 motionid = 2; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
int32 dancetype = 3; // <20><><EFBFBD><EFBFBD> Ÿ<><C5B8><EFBFBD>޺<EFBFBD>
int64 timestamp = 4; // <20>ð<EFBFBD>
}
message SM_REQ_DANCE_ROOMTIME
@@ -131,14 +130,14 @@ message SM_SEND_DANCE_ROOMTIME
message SM_SEND_DANCE_STATE
{
optional int32 state = 1;
optional int64 sendroomtime = 2;
optional int32 state01 = 3;
optional int32 state02 = 4;
optional int32 state03 = 5;
optional string str01 = 6;
optional string str02 = 7;
optional string str03 = 8;
int32 state = 1;
int64 sendroomtime = 2;
int32 state01 = 3;
int32 state02 = 4;
int32 state03 = 5;
string str01 = 6;
string str02 = 7;
string str03 = 8;
}
@@ -147,19 +146,20 @@ message SM_SEND_DANCE_STATE
// <20>Ѿ<EFBFBD><D1BE><EFBFBD><EFBFBD><EFBFBD>
message SM_DATA_BATTLE_BULLET
{
optional float px =1; // <09><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
optional float py =2; //
optional float pz =3; //
optional float yaw =4; // <09><><EFBFBD><EFBFBD>
optional float pitch =5; // <20><><EFBFBD><EFBFBD>
optional int32 damage =6; // <09><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
float px =1; // <09><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
float py =2; //
float pz =3; //
float yaw =4; // <09><><EFBFBD><EFBFBD>
float pitch =5; // <20><><EFBFBD><EFBFBD>
int32 damage =6; // <09><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
}
message SM_DATA_WEAPON_DATA
{
int32 weapontype = 1;
int32 currentbullet = 2; // <20><><EFBFBD><EFBFBD> <20>Ѿ<EFBFBD>.
int32 maxbullet = 3; // źâ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ִ<EFBFBD>ź<EFBFBD><C5BA>
int32 weapontype = 1; // <20><><EFBFBD><EFBFBD>
int32 weaponid = 2; // <20><><EFBFBD>̺<EFBFBD>ID
int32 currentbullet = 3; // <20><><EFBFBD><EFBFBD> <20>Ѿ<EFBFBD>.
int32 maxbullet = 4; // źâ<C5BA><C3A2><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ִ<EFBFBD>ź<EFBFBD><C5BA>
}
message SM_REQ_BATTLE_MOVE
@@ -170,19 +170,20 @@ message SM_REQ_BATTLE_MOVE
float lx =4; //
float ly =5; //
float lz =6; //
float vx =7; //
float vy =8; //
float vz =9; //
optional float vx =7; //
optional float vy =8; //
optional float vz =9; //
float ang =10; //
int32 move_speed =11; // <20>̵<EFBFBD>Ÿ<EFBFBD><C5B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
int32 type =12; // <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD><EFBFBD>ȭŸ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
float aim_yaw =13; //
float aim_pitch =14; //
int32 cur_hp=15; //
int32 shoot_type = 16; // <20>ѱ<EFBFBD><D1B1>߻<EFBFBD><DFBB><EFBFBD><EFBFBD><EFBFBD>
int32 cur_weapontype=17;// <20><EFBFBD><EFBFBD><EFBFBD>Ȱ<EFBFBD><EFBFBD>ȭ <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
int32 server_time=18; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
repeated SM_DATA_WEAPON_DATA weapontypes=19; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
float movescale =11;
int32 move_speed =12; // <20>̵<EFBFBD><CCB5>ӵ<EFBFBD>
int32 move_type = 13; // <20>̵<EFBFBD>Ÿ<EFBFBD><C5B8> (<28>ȱ<EFBFBD>, <20>ٱ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ, <20>ɾƼ<C9BE><C6BC>̵<EFBFBD>)
int32 type =14; // <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD><EFBFBD>ȭŸ<C8AD><C5B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
optional float aim_yaw =15; //
optional float aim_pitch =16; //
optional int32 shoot_type = 17; // <20>ѱ<EFBFBD><EFBFBD>߻<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
optional int32 cur_weapontype=18;// <20><><EFBFBD><EFBFBD>Ȱ<EFBFBD><EFBFBD>ȭ <20><><EFBFBD><EFBFBD>
int64 server_time=19; // <EFBFBD><EFBFBD>Ŷ <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
repeated SM_DATA_WEAPON_DATA weapontypes=20; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
}
// ij<><C4B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
@@ -224,7 +225,7 @@ message SM_REQ_BATTLE_SHOOT
float aim_yaw =3; // ī<>޶<EFBFBD> <20><><EFBFBD><EFBFBD>
float aim_pitch =4; // ī<>޶<EFBFBD> <20><><EFBFBD><EFBFBD>
int32 aim_type = 5; // <20><><EFBFBD><EFBFBD>Ÿ<EFBFBD><C5B8>
int32 server_time=6; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
int64 server_time=6; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
repeated SM_DATA_BATTLE_BULLET bullets = 7; // <20>߻<EFBFBD><DFBB>Ѿ<EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϼ<EFBFBD><CFBC>ִ<EFBFBD>.
}
@@ -355,7 +356,7 @@ message SM_REQ_BATTLE_PLAY_ANIMATION
message SM_REQ_BATTLE_HIT_EFFECT
{
SM_CHARACTER_KEY target =1; // <20><><EFBFBD><EFBFBD>
int32 weapontype = 2; //
int32 weaponid = 2; //
int32 hiteffecttype = 3; //
float nx =4; // ImpactNormal
float ny =5; //
@@ -410,7 +411,7 @@ message SM_MOB_AI_SHOOT
string mobguid = 1;
float aim_yaw =2; // ī<>޶<EFBFBD> <20><><EFBFBD><EFBFBD>
float aim_pitch =3; // ī<>޶<EFBFBD> <20><><EFBFBD><EFBFBD>
int32 server_time=4; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
int64 server_time=4; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
repeated SM_DATA_BATTLE_BULLET bullets = 5; // <20>߻<EFBFBD><DFBB>Ѿ<EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϼ<EFBFBD><CFBC>ִ<EFBFBD>.
}
@@ -450,10 +451,141 @@ message SM_RUNNING_TRIGGER
{
string Anchor_GUID = 1;
string User_GUID = 2;
int32 Event_Time = 3;
float force_x = 4;
float force_y = 5;
float force_z = 6;
int32 Event_type = 7;
BoolType Event_active = 8;
}
int32 hurdle_type = 3;
int32 is_triggered = 4;
// <20><><EFBFBD><EFBFBD>Ʈ Ÿ<><C5B8> <20><>ũ
optional int32 impact_type = 5;
optional SM_MOB_AI_VECTOR impact_force = 6;
optional int32 is_xy_override = 7;
optional int32 is_z_override = 8;
// <20><><EFBFBD><EFBFBD> Ÿ<><C5B8> <20><>ũ
optional int32 ragdoll_type = 9;
optional string ragdoll_bone_name = 10;
optional int32 is_partial = 11;
optional int32 is_moveable = 12;
}
message SM_RUNNING_ATTACH
{
string Anchor_GUID = 1;
int32 is_triggered = 5;
}
message SM_HURDLE_TRAVERSAL
{
string anchor_guid = 1;
int32 use_hurdle = 2;
int32 use_hurdle_mode = 3;
int32 hurdle_type = 4;
int32 traversal_state = 5;
int32 use_anim_dir = 6;
int32 montage_action = 7;
optional float loc_x = 8;
optional float loc_y = 9;
optional float loc_z = 10;
optional float rot_pitch = 11;
optional float rot_yaw = 12;
optional float rot_roll = 13;
}
message SM_RUNNING_ITEM
{
string Anchor_GUID = 1;
string str_item = 2;
}
message SM_RUNNING_HURDLE_SPAWN
{
string Hurdle_GUID = 1;
string Owner_Anchor_GUID = 2;
string class_path = 3;
int64 server_time = 4;
float loc_x = 5;
float loc_y = 6;
float loc_z = 7;
float rot_pitch = 8;
float rot_yaw = 9;
float rot_roll = 10;
int32 hurdle_type = 11;
float power = 12;
}
message SM_RUNNING_HURDLE_STATE
{
string Hurdle_GUID = 1;
string Owner_Anchor_GUID = 2;
int64 server_time = 3;
int32 state_type = 4;
}
message SM_RUNNING_HURDLE_MOVE
{
string Hurdle_GUID = 1;
string Owner_Anchor_GUID = 2;
int64 server_time = 3;
float loc_x = 4;
float loc_y = 5;
float loc_z = 6;
float rot_pitch = 7;
float rot_yaw = 8;
float rot_roll = 9;
float vel_x = 10;
float vel_y = 11;
float vel_z = 12;
}
// ȣ<><C8A3>Ʈ <20>׽<EFBFBD>Ʈ<EFBFBD><C6AE> <20>ӽ<EFBFBD> <20><>Ŷ
message SM_HOST_ROOMINFO
{
string host_guid = 1;
int64 room_starttime = 2;
}
// ȣ<><C8A3>Ʈ <20>׽<EFBFBD>Ʈ<EFBFBD><C6AE> <20>ӽ<EFBFBD> <20><>Ŷ
message SM_REQ_HOST_ROOMINFO
{
}
message SM_RUNNING_SCRIPT
{
string Hurdle_GUID = 1;
int32 State = 2;
}
message SM_RUNNING_ANCHOR_INFO
{
string Hurdle_GUID = 1;
int32 Hurdle_Type = 2;
repeated int32 IntValue = 3;
repeated float FloatValue = 4;
optional string StrValue = 5;
}
// Ŀ<><C4BF><EFBFBD><EFBFBD> <20>߷<EFBFBD> <20><>Ŷ
message SM_RUNNING_GRAVITY
{
int32 gravity_mode = 1;
float gravity_scale = 2;
SM_MOB_AI_VECTOR gravity_direction = 3;
float air_control = 4;
float air_control_boost_multiplier = 5;
float air_control_boost_velocity_threshold = 6;
float asend_power = 7;
float desend_power = 8;
}

View File

@@ -26,7 +26,7 @@ option csharp_namespace = "Google.Protobuf.CES.Packet";
DANCE_ResRoomTime = 52;
DANCE_StateUpdate = 53;
JUMP = 70;
GUIDE = 80;
//GUIDE = 80;
PRESENTATION_PAGE = 81;
AIM = 100;
PARTY_MOVE_MEMBER = 110;
@@ -57,8 +57,19 @@ option csharp_namespace = "Google.Protobuf.CES.Packet";
MOB_AI_SHOOT = 205;
MOB_AI_RELOAD = 206;
RUNNING_TRIGGER = 300;
RUNNING_TRIGGER = 300;
RUNNING_ITEM = 301;
RUNNING_HURDLE_SPAWN = 302;
RUNNING_HURDLE_STATE = 303;
RUNNING_HURDLE_MOVE = 304;
RUNNING_HURDLE_TRAVAARSAL_STATE = 305;
RUNNING_ATTACH = 306;
RUNNING_ANCHOR_SCRIPT = 307;
RUNNING_ANCHOR_INFO = 308;
RUNNING_GRAVITY = 309;
HOST_ROOMINFO = 401; // 호스트 테스트용 임시 패킷
REQ_HOST_ROOMINFO = 402; // 호스트 테스트용 임시 패킷
};