Update MediaWiki page '317 Protocol'

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Canownueasy 2011-07-13 14:05:17 +00:00 committed by moparisthebest
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@ -437,7 +437,7 @@ The following is what most people think of when they say 'update mask' and 'upda
Inside this method, many different bitwise masks are compared to the player's flag, and if the mask is set, logic is performed. These masks are frequently called update masks. A list of player update masks are below:
* '''0x400''' The 0x400 mask is used to update the player so they appear to be asynchronously animating and walking. This mask is often used for the Agility skill. The data associated goes in order of: byte (type C) which is the first location's X coordinate value, byte (type S) which is the first location's Y coordinate value, byte (type S) which is the second location's X coordinate value, byte (type C) the second location's Y coordinate value. After the locations are written, there is a required movement speed which is written as a short which marks how fast to move from position 1 to position 2. Another short (type A) is written as the movement speed going from position 2 to position 1. Finally one byte is written to end the mask block, which marks the direction.
* '''0x400''' The 0x400 mask is used to update the player so they appear to be asynchronously animating and walking. This mask is often used for the [http://runescape.wikia.com/wiki/Agility Agility] skill. The data associated goes in order of: byte (type C) which is the first location's X coordinate value, byte (type S) which is the first location's Y coordinate value, byte (type S) which is the second location's X coordinate value, byte (type C) the second location's Y coordinate value. After the locations are written, there is a required movement speed which is written as a short which marks how fast to move from position 1 to position 2. Another short (type A) is written as the movement speed going from position 2 to position 1. Finally one byte is written to end the mask block, which marks the direction.
* '''0x100''' The 0x100 mask is responsible for player graphics updating. The data associated is a little-endian unsigned short which represents the graphics id, and an int which is the graphics delay.