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Update mask 0x400...
Well, has anyone found out what update mask 0x400 does yet? I have done tons of testing on it but it's gay'd up.
Client coding:
Code:
f((i & 0x400) != 0) {
class30_sub2_sub4_sub1_sub2.anInt1543 = class30_sub2_sub2.readUnsignedByteS(2);
class30_sub2_sub4_sub1_sub2.anInt1545 = class30_sub2_sub2.readUnsignedByteS(2);
class30_sub2_sub4_sub1_sub2.anInt1544 = class30_sub2_sub2.readUnsignedByteS(2);
class30_sub2_sub4_sub1_sub2.anInt1546 = class30_sub2_sub2.readUnsignedByteS(2);
class30_sub2_sub4_sub1_sub2.anInt1547 = class30_sub2_sub2.readSignedWordBigEndianA((byte)-74) + loopCycle;
class30_sub2_sub4_sub1_sub2.anInt1548 = class30_sub2_sub2.readSignedWordA(true) + loopCycle;
class30_sub2_sub4_sub1_sub2.anInt1549 = class30_sub2_sub2.readUnsignedByteS(2);
class30_sub2_sub4_sub1_sub2.method446(true);
}
Just wondering if anyone knows what any of these variables do or if we're still at a dead end here...
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Hmmm... Related to client action loops I think.
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I already know if affects players, but that's about it... I don't know what the variables are for.
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Try em out.
I came over this while i was playin around with update mask 100.:o