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// See README.txt for information and build instructions.
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//
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// Note: START and END tags are used in comments to define sections used in
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// tutorials. They are not part of the syntax for Protocol Buffers.
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//
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// To get an in-depth walkthrough of this file and the related examples, see:
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// https://developers.google.com/protocol-buffers/docs/tutorials
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// [START declaration]
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syntax = "proto3";
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package Packet;
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//import "google/protobuf/timestamp.proto";
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// [END declaration]
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// [START csharp_declaration]
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option csharp_namespace = "Google.Protobuf.CES.Packet";
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// [END csharp_declaration]
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// [START messages]
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message SM_REQ_MOVE_NEXT
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{
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optional float px =1; //
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optional float py =2; //
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optional float pz =3; //
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optional float ang =4; //
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optional float movevalue =5; //
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optional int32 start =6; // ù <20>̵<EFBFBD><CCB5≯<EFBFBD> true <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD>θ<EFBFBD> false
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}
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message SM_REQ_MOVE_COMBINE
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{
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optional float px =1; //
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optional float py =2; //
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optional float pz =3; //
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optional float lx =4; //
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optional float ly =5; //
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optional float lz =6; //
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optional float ang =7; //
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optional int32 move_speed =8; //
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optional int32 start =9; // ù <20>̵<EFBFBD><CCB5≯<EFBFBD> true <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD>θ<EFBFBD> false
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}
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message SM_REQ_TRACKING_TYPE
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{
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optional int32 type =1;
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}
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message SM_REQ_VOICE
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{
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optional int32 sampleRate = 1; //
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optional int32 numchannels = 2; //
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optional int32 PCMSize = 3; //
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repeated int32 data = 4;
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optional int32 dataSize = 5; //
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}
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message SM_REQ_MUSICBOX
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{
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optional string propguid = 1;
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optional int32 sampleRate = 2; //
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optional int32 numchannels = 3; //
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optional int32 PCMSize = 4; //
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repeated int32 data = 5;
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optional int32 dataSize = 6; //
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}
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message SM_REQ_JUMP
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{
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optional float sx =1; //
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optional float sy =2; //
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optional float sz =3; //
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optional float lx =4; //
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optional float ly =5; //
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optional float lz =6; //
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optional float ang =7; //
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optional int32 start =8; // ù <20>̵<EFBFBD><CCB5≯<EFBFBD> true <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD>θ<EFBFBD> false
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}
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message SM_REQ_GUIDE
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{
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optional string guoup =1; //
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optional int32 operatorid =2; //
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optional int32 guidetype =3; //
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}
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message SM_REQ_PRESENTATION_PAGE
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{
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string pageurl =1; //
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int32 pageid =2; //
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}
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message SM_REQ_AIM
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{
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optional float pitch =1; //
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}
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message SM_REQ_PARTY_MOVE_MEMBER
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{
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optional float px =1; //
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optional float py =2; //
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optional float pz =3; //
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}
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message SM_REQ_VOICE_STATE
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{
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optional string nickname =1; //
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optional int32 state =2; //
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}
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message SM_REQ_DANCE_INFO
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{
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optional int32 danceid = 1; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD>̵<EFBFBD>
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optional int32 motionid = 2; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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optional int32 dancetype = 3; // <20><><EFBFBD><EFBFBD> Ÿ<><C5B8><EFBFBD><EFBFBD>
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optional int64 timestamp = 4; // <20>ð<EFBFBD>
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}
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message SM_REQ_DANCE_ROOMTIME
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{
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int64 sendmytime = 1;
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}
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message SM_SEND_DANCE_ROOMTIME
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{
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int64 sendroomtime = 1;
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string guid = 2;
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}
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message SM_SEND_DANCE_STATE
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{
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optional int32 state = 1;
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optional int64 sendroomtime = 2;
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optional int32 state01 = 3;
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optional int32 state02 = 4;
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optional int32 state03 = 5;
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optional string str01 = 6;
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optional string str02 = 7;
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optional string str03 = 8;
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}
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//////////////////////////////////////
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// <20>Ѿ<EFBFBD><D1BE><EFBFBD><EFBFBD><EFBFBD>
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message SM_DATA_BATTLE_BULLET
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{
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optional float px =1; // <09><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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optional float py =2; //
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optional float pz =3; //
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optional float yaw =4; // <09><><EFBFBD><EFBFBD>
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optional float pitch =5; // <20><><EFBFBD><EFBFBD>
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optional int32 damage =6; // <09><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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}
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message SM_DATA_WEAPON_DATA
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{
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int32 weapontype = 1;
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int32 currentbullet = 2; // <20><><EFBFBD><EFBFBD> <20>Ѿ<EFBFBD>.
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int32 maxbullet = 3; // źâ<C5BA><C3A2><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ִ<EFBFBD>ź<EFBFBD><C5BA>
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}
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message SM_REQ_BATTLE_MOVE
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{
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float px =1; //
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float py =2; //
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float pz =3; //
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float lx =4; //
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float ly =5; //
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float lz =6; //
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float vx =7; //
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float vy =8; //
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float vz =9; //
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float ang =10; //
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int32 move_speed =11; // <20>̵<EFBFBD>Ÿ<EFBFBD><C5B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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int32 type =12; // <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD><EFBFBD>ȭŸ<C8AD><C5B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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float aim_yaw =13; //
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float aim_pitch =14; //
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int32 cur_hp=15; //
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int32 shoot_type = 16; // <20>ѱ<EFBFBD><D1B1><EFBFBD><DFBB><EFBFBD><EFBFBD><EFBFBD>
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int32 cur_weapontype=17;// <20><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
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int32 server_time=18; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
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repeated SM_DATA_WEAPON_DATA weapontypes=19; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
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string on_hurdle_guid = 20; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20>ش<EFBFBD> <20><><EFBFBD><EFBFBD> guid
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}
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// ij<><C4B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
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message SM_REQ_BATTLE_STATUS
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{
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float px =1; //
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float py =2; //
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float pz =3; //
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float ang =4; //
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float aim_yaw =5; //
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float aim_pitch =6; // ī<><EFBFBD>
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int32 cur_hp=7; //
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int32 shoot_type = 8; // <20>ѱ<EFBFBD><D1B1><EFBFBD><DFBB><EFBFBD><EFBFBD><EFBFBD>
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int32 cur_weapontype=9; //<2F><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
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repeated SM_DATA_WEAPON_DATA weapontypes=10; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
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int32 podcarry = 11; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD><D6B4><EFBFBD>.
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int32 podcount = 12; // ȹ<><C8B9><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
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int32 killcount = 13;
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int32 deathcount = 14;
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int32 assistcount = 15;
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int32 damagecount = 16;
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}
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// <20><><EFBFBD><EFBFBD>/<2F><><EFBFBD><EFBFBD>Ǯ<EFBFBD><C7AE>
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message SM_REQ_BATTLE_AIM
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{
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float ang =1; // ij<><C4B3><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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float aim_yaw =2; // ī<><EFBFBD>
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float aim_pitch =3; // ī<><EFBFBD>
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int32 aim_type = 4; // <20><><EFBFBD><EFBFBD>Ÿ<EFBFBD><C5B8>
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int32 move_type =5; // <20>̵<EFBFBD>Ÿ<EFBFBD><C5B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD> -- <20>߰<EFBFBD>
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}
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// <20><EFBFBD>
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message SM_REQ_BATTLE_SHOOT
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{
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int32 weapontype =1; // <09>繫<DFBB><E7B9AB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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int32 remainbullet = 2; // <20><><EFBFBD><EFBFBD> ź<><C5BA>. : currentbullet
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float aim_yaw =3; // ī<><EFBFBD> <20><><EFBFBD><EFBFBD>
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float aim_pitch =4; // ī<><EFBFBD> <20><><EFBFBD><EFBFBD>
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int32 aim_type = 5; // <20><><EFBFBD><EFBFBD>Ÿ<EFBFBD><C5B8>
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int32 server_time=6; // <20><>Ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
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repeated SM_DATA_BATTLE_BULLET bullets = 7; // <20><EFBFBD><DFBB>Ѿ<EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϼ<EFBFBD><CFBC>ִ<EFBFBD>.
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}
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message SM_CHARACTER_KEY
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{
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int32 type = 1;
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string guid = 2;
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}
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// <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>.
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message SM_REQ_BATTLE_DAMAGE
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{
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int32 damage =1; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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int32 cur_hp=2; // <20><><EFBFBD><EFBFBD> <20><>. 0<≯<EFBFBD> <20><><EFBFBD><EFBFBD>.
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SM_CHARACTER_KEY attacker=3; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
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SM_CHARACTER_KEY victim=4; // <20>ǰ<EFBFBD><C7B0><EFBFBD>.
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int32 attack_weapon_type = 5; // <20><><EFBFBD>ݹ<EFBFBD><DDB9><EFBFBD>Ÿ<EFBFBD><C5B8>.
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}
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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message SM_REQ_BATTLE_RELOAD
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{
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int32 cur_hp=1; //
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int32 cur_weapontype=2; //<2F><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
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int32 currentbullet = 3; // źâ<C5BA><C3A2> ź<><C5BA>
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int32 maxbullet=4; // <20><><EFBFBD><EFBFBD> <20>ִ<EFBFBD>ź<EFBFBD><C5BA><EFBFBD><EFBFBD>
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}
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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message SM_REQ_BATTLE_DODGE
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{
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float px =1; //
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float py =2; //
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float pz =3; //
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float ang =4; //
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int32 dir_id = 5; // <20><><EFBFBD><EFBFBD>Ÿ<EFBFBD><C5B8>
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}
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// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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message SM_REQ_BATTLE_WEAPON_CHANGE
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{
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int32 cur_weapontype=1; //<2F><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
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repeated SM_DATA_WEAPON_DATA weapontypes=2; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
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}
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// <20><><EFBFBD><EFBFBD> <20>߰<EFBFBD>
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message SM_REQ_BATTLE_WEAPON_ADD
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{
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int32 cur_weapontype=1; //<2F><><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0>ȭ <20><><EFBFBD><EFBFBD>
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repeated SM_DATA_WEAPON_DATA weapontypes=2; //<2F><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
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}
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// ij<><C4B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
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message SM_REQ_BATTLE_RESPAWN
|
||||
{
|
||||
float px =1; //
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float py =2; //
|
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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>
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||||
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;
|
||||
}
|
||||
|
||||
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_HOST_ROOM_INFO
|
||||
{
|
||||
string Host_GUID = 1;
|
||||
int32 Room_Start_Time = 2;
|
||||
}
|
||||
Reference in New Issue
Block a user