This should clarify the real meaning of the packet and its associated event.
The event itself has been renamed from OnPlayerKillCount to OnWorldKillCount.
Add serverside script functions for determining the killers of both players and actors.
Use unsigned ints for script functions returning an object or actor's refNumIndex or mpNum.
Remove updateDeadState() from LocalPlayer and make its code part of updateStatsDynamic() for simplicity.
Previously, two players entering the same cell only sent and received their latest changes for dynamic stats, attributes, skills and equipment when they started sharing that cell.
Previously, whenever a single attribute value changed for a player, that player then sent a PlayerAttribute packet with all values for all 8 attributes.
This did not cause anywhere as much packet spam as PlayerSkill used to, but there was no good reason not to fix it as well.
(cherry picked from commit b0965f094a)
Previously, whenever a single skill value changed for a player, that player then sent a PlayerSkill packet with all values for all 27 skills, plus the player's progress towards the next level and the bonuses to each attribute on the next level up as the result of sklll increases thus far.
This commit makes PlayerSkill contain only the values of specific skills, moves the player's progress towards the next level to PlayerLevel packets, and moves the bonuses to each attribute on the next level up to PlayerAttribute packets.
Players now also send a PlayerSkill packet whenever their progress towards a new point in a skill changes. This was previously avoided so as to not have massive packet spam.
(cherry picked from commit ef79a98544)
Previously, charGenStage.end was doing double duty as both the variable indicating the number of CharGen stages and – when set to 0 – the variable indicating that CharGen was over. The latter role is now filled by a new boolean.
(cherry picked from commit 926106cf8c)
Certain servers do not want the players to have debug information about the locations and actions of other players, so a client's log level can now be enforced by the server via the GameSettings packet.