final case class AvatarDeadStateMessage(state: DeadState.Value, timer_max: Long, timer: Long, pos: Vector3, faction: types.PlanetSideEmpire.Value, unk5: Boolean) extends PlanetSideGamePacket with Product with Serializable
Dispatched by the server to manipulate the client's management of the Player
object owned by the user as his "avatar."
The cycle of a player is generally Alive
to Dead
and Dead
to Release
and Release
to RespawnTimer
to Alive
.
When deconstructing oneself, the user makes a jump between Alive
and Release
;
and, he may make a further jump from Release
to Alive
depending on spawning choices.
Being Alive
is the most common state.
(Despite what anyone says.)
Being Dead
is just a technical requirement to initialize the revive timer.
The player should be sufficiently "dead" by having his health points decreased to zero.
If the timer is reduced to zero, the player is sent back to their faction-appropriate sanctuary continent.
Release
causes a "dead" player to have its character model converted into a backpack or a form of pastry.
This cancels the revival timer - the player may no longer be revived - and brings the user to the deployment map.
From the deployment map, the user may select a place where they may respawn a new character.
The options available form this spawn are not only related to the faction affinity of the bases compared to the user's player(s)
but also to the field faction
as is provided in the packet.
If the player is converted to a state of Release
while being alive, the deployment map is still displayed.
Their character model is not replaced by a backpack or pastry.
RespawnTimer
is like Dead
as it is just a formal distinction to cause the client to display a timer.
The state indicates that the player is being resurrected at a previously-selected location in the state Alive
.
- state
avatar's mortal relationship with the world; the following timers are applicable during
Death
andRespawnTimer
;faction
is applicable mainly duringRelease
- timer_max
total length of respawn countdown, in milliseconds
- timer
initial length of the respawn timer, in milliseconds
- pos
player's last position
- faction
spawn points available for this faction on redeployment map
- unk5
na
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Instance Constructors
- new AvatarDeadStateMessage(state: DeadState.Value, timer_max: Long, timer: Long, pos: Vector3, faction: types.PlanetSideEmpire.Value, unk5: Boolean)
- state
avatar's mortal relationship with the world; the following timers are applicable during
Death
andRespawnTimer
;faction
is applicable mainly duringRelease
- timer_max
total length of respawn countdown, in milliseconds
- timer
initial length of the respawn timer, in milliseconds
- pos
player's last position
- faction
spawn points available for this faction on redeployment map
- unk5
na
Type Members
- type Packet = AvatarDeadStateMessage
Value Members
- final def !=(arg0: Any): Boolean
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- @throws(classOf[java.lang.CloneNotSupportedException]) @native()
- def encode: Attempt[BitVector]
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- AvatarDeadStateMessage → PlanetSidePacket
- final def eq(arg0: AnyRef): Boolean
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- val faction: types.PlanetSideEmpire.Value
- def finalize(): Unit
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- def opcode: GamePacketOpcode.Value
- Definition Classes
- AvatarDeadStateMessage → PlanetSideGamePacket → PlanetSidePacket
- val pos: Vector3
- def productElementNames: Iterator[String]
- Definition Classes
- Product
- val state: DeadState.Value
- final def synchronized[T0](arg0: => T0): T0
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- val timer: Long
- val timer_max: Long
- val unk5: Boolean
- final def wait(): Unit
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- @throws(classOf[java.lang.InterruptedException])
- final def wait(arg0: Long, arg1: Int): Unit
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