sync (v1-v3) (thx azzu0,tamilpp25,akioukun)

* Thank you for adding too
`option java_package = "emu.grasscutter.net.proto";`
this makes my life easier.
* including the gc enum name, this is really, really helpful wow
This commit is contained in:
Yuuki
2023-05-23 15:06:56 +08:00
parent ff7e92c744
commit 1bda445bae
3811 changed files with 22486 additions and 24530 deletions

View File

@@ -15,28 +15,26 @@
// along with this program. If not, see <https://www.gnu.org/licenses/>.
syntax = "proto3";
option java_package = "emu.grasscutter.net.proto";
// Obf: CBOEAHNFCIJ
enum CombatTypeArgument {
CombatTypeArgument_CombatNone = 0;
CombatTypeArgument_CombatEvtBeingHit = 1;
CombatTypeArgument_CombatAnimatorStateChanged = 2;
CombatTypeArgument_CombatFaceToDir = 3;
CombatTypeArgument_CombatSetAttackTarget = 4;
CombatTypeArgument_CombatRushMove = 5;
CombatTypeArgument_CombatAnimatorParameterChanged = 6;
CombatTypeArgument_EntityMove = 7;
CombatTypeArgument_SyncEntityPosition = 8;
CombatTypeArgument_CombatSteerMotionInfo = 9;
CombatTypeArgument_CombatForceSetPosInfo = 10;
CombatTypeArgument_CombatCompensatePosDiff = 11;
CombatTypeArgument_CombatMonsterDoBlink = 12;
CombatTypeArgument_CombatFixedRushMove = 13;
CombatTypeArgument_CombatSyncTransform = 14;
CombatTypeArgument_CombatLightCoreMove = 15;
CombatTypeArgument_CombatBeingHealedNtf = 16;
CombatTypeArgument_CombatSkillAnchorPositionNtf = 17;
CombatTypeArgument_CombatGrapplingHookMove = 18;
COMBAT_TYPE_ARGUMENT_NONE = 0;
COMBAT_TYPE_ARGUMENT_EVT_BEING_HIT = 1;
COMBAT_TYPE_ARGUMENT_ANIMATOR_STATE_CHANGED = 2;
COMBAT_TYPE_ARGUMENT_FACE_TO_DIR = 3;
COMBAT_TYPE_ARGUMENT_SET_ATTACK_TARGET = 4;
COMBAT_TYPE_ARGUMENT_RUSH_MOVE = 5;
COMBAT_TYPE_ARGUMENT_ANIMATOR_PARAMETER_CHANGED = 6;
COMBAT_TYPE_ARGUMENT_ENTITY_MOVE = 7;
COMBAT_TYPE_ARGUMENT_SYNC_ENTITY_POSITION = 8;
COMBAT_TYPE_ARGUMENT_STEER_MOTION_INFO = 9;
COMBAT_TYPE_ARGUMENT_FORCE_SET_POS_INFO = 10;
COMBAT_TYPE_ARGUMENT_COMPENSATE_POS_DIFF = 11;
COMBAT_TYPE_ARGUMENT_MONSTER_DO_BLINK = 12;
COMBAT_TYPE_ARGUMENT_FIXED_RUSH_MOVE = 13;
COMBAT_TYPE_ARGUMENT_SYNC_TRANSFORM = 14;
COMBAT_TYPE_ARGUMENT_LIGHT_CORE_MOVE = 15;
COMBAT_TYPE_ARGUMENT_BEING_HEALED_NTF = 16;
COMBAT_TYPE_ARGUMENT_SKILL_ANCHOR_POSITION_NTF = 17;
COMBAT_TYPE_ARGUMENT_GRAPPLING_HOOK_MOVE = 18;
}