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replay.message.events
The message events file has no header. It is just an uninterrupted list of one of the 3 kinds of message events described below.
All three of the events begin in the same way:
- A timestamp marking the time since the last event (see replay.game.events)
- A single byte where the last 4 bits are the playerID and the first 4 bits have an unknown purpose
- A single byte which appears to hold several flags for interpreting the rest of the event
Identified By: Flags byte == 0x83
Contains: 8 bytes of additional information; purpose unknown.
Identified By: Flags byte == 0x80
Contains: 4 bytes of additional information; purpose unknown
Notes: These messages appear to be sent from all other players in the game. This event can therefore be used to determine, by process of elimination, which player recorded the replay. This information can then be used to make better guesses when determining the winning and losing teams.
Identified By: Flags & 0x80 == 0; first flag bit is unset
The next byte indicates the length of the message to follow. This length must be increased by:
- 64 if the 5th bit of the Flags is set; Flags & 0x08
- 128 of the 4th bit of the flags is set; Flags & 0x10
The next "length" bytes contain the characters of the message.
The last 2 bits of the Flags byte contain the message target; Flags & 0x03. There are 4 possible values where:
- Target 0 => All
- Target 1 => Allied
- Target 2 => ??
- Target 3 => ??