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Latest revision as of 09:42, 3 May 2012
EQ2Emulator: Opcodes Lists and Definitions
We are going to start documenting our Opcodes and the Structures and Packets they relate to. Below you will find 3 sections:
Login : The LoginServer players initially connect and authenticate to (private code) World : The WorldServer players log into to play EQ2Emulator Client: The SOE client(s) currently supported by EQ2Emulator
These are the 3 (current) systems that use Opcodes to communicate Packets in order to function properly.
Login
LoginServer Opcodes and Packets (there are no Structs to speak of for LoginServer currently)
| Opcodes | Short Description | HasStruct |
|---|---|---|
| OP_LoginReplyMsg | Packet used in Client::SendLoginAccepted() | No |
World
EQ2World's Opcodes, Packets and Structs
| Opcodes | Short Description | HasStruct |
|---|---|---|
| OP_code here | Description Here | Yes/No |
Client
Opcodes and Packets that come from a client to the LoginServer or WorldServer and any structs currently defined
| Opcodes | Short Description | HasStruct |
|---|---|---|
| OP_code here | Description Here | Yes/No |