.rec file 1005: Difference between revisions

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<div style="float: left; width: 33%;">
<div style="float: left; width: 33%;">
===command data data(2+len bytes)===
===player command data data(2+len bytes)===
{| class="wikitable" style="margin:auto align:left"
{| class="wikitable" style="margin:auto align:left"
! Offset* || Value ||Type
! Offset* || Value ||Type
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|-
|-
|}
|}
===player chat data===
same as player command data
===player pm data(26+len bytes)===
{| class="wikitable" style="margin:auto align:left"
! Offset* || Value ||Type
|-
|0-23||target player name||char*
|-
|24-25||len of priv msg||unsigned short
|-
|26-(26+len)||priv msg||char*
|-
|}
===client script data===
same as player command data, except instead of char*, it is unsigned char*
===object shot (5 bytes)===
{| class="wikitable" style="margin:auto align:left"
! Offset* || Value ||Type
|-
|0-1||object id||unsigned short
|-
|2-3||model||unsigned short
|-
|4||weapon||unsigned char
|-
|}
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Revision as of 08:24, 19 December 2023

New Structure of Rec Files

Offset Name type
0-3 Version Unsigned Integer
4-7 Recording Type Unsigned Integer
8-11 Flags Unsigned Integer
12-35^ Name if (Flags&1) == 1 char*, 24 bytes.
36-40 (or 12-16) General Datablock See General Datablock section
41- _ (or 17- _) One of SpawnData, CommandData, PickupData, PrivMsgData, CheckpointData, ObjectTouchData, ObjectShotData, DeathData,VechicleEnterData See appropriate sections
... ...

General Datablock

Offset* Name type
0-4 Time Unsigned Integer
5 Packet Type 1 for Spawn Data, 2 for Death Data,.. See table Packet Types

Packet Types

Value of Packet Type Corresponds to has trail data
1 Spawn Data
2 Death Data
3 Vehicle Exit Data
4 Vehicle Enter Request
5 Vehicle Entered Data
6 on-foot update data
7 on-foot update aim
8 driver update
9 passenger update
10 player command data yes
11 player chat data yes
12 player pm data yes
13 clientscript data yes
14 pickup picked data
15 checkpoint entered
16 checkpoint exited
17 object touch
18 object shot data
19 disconnection data

spawn data (3 bytes)

Offset* Value Type
0 team unsigned char
1-2 skin unsigned short

death data (26 bytes)

Offset* Value Type
0-23 killer name char*
24 reason unsigned char
25 bodypart unsigned char

vehicle exit (0 bytes)

vehicle enter request (5 bytes)

Offset* Value Type
0-1 vehicle id unsigned short
2-3 model unsigned short
4 seat unsigned char

vehicle entered data(5 bytes)

same as vehicle enter request

passenger data(7 bytes)

Offset* Value Type
0-1 vehicle id unsigned short
2-3 model unsigned short
4 health unsigned char
5 armour unsigned char
6 seat unsigned char

checkpoint enter/exit data(14 bytes)

Offset* Value Type
0-1 checkpoint id unsigned short
2-5 pos x float
6-9 pos x float
10-13 pos x float

player command data data(2+len bytes)

Offset* Value Type
0-1 len of msg unsigned short
2-(2+len) msg char*

player chat data

same as player command data

player pm data(26+len bytes)

Offset* Value Type
0-23 target player name char*
24-25 len of priv msg unsigned short
26-(26+len) priv msg char*

client script data

same as player command data, except instead of char*, it is unsigned char*

object shot (5 bytes)

Offset* Value Type
0-1 object id unsigned short
2-3 model unsigned short
4 weapon unsigned char