net.psforever.packet.game.objectcreate
CharacterAppearanceData
Companion object CharacterAppearanceData
final case class CharacterAppearanceData(a: CharacterAppearanceA, b: CharacterAppearanceB, ribbons: RibbonBars)(name_padding: Int) extends StreamBitSize with Product with Serializable
A part of a representation of the avatar portion of ObjectCreateDetailedMessage packet data.
This is a shared partition of the data used to represent how the player's avatar is presented.
It is utilized by both 0x17 ObjectCreateMessage CharacterData and 0x18 ObjectCreateDetailedMessage DetailedCharacterData.
This can be considered the data that goes into creating the player's model.
Only a few changes would occur depending on which packet would deal with the data.
One example is facingYawUpper which, when depicting avatars, can be set to represent non-trivial turning angles.
When depicting other players, it is limited to a small range of angles in the direction of that model's forward-facing.
Another example is the outfit information: not usually represented for avatars; but, always represented for other players.
One way the player's model can be changed dramatically involves being depicted as "released."
In this form, their body appears as a backpack (or pumpkin or pastry) that can be looted for the equipment carried while alive.
Companion data will describe how the player is represented while he is "dead," usually a requirement for being "released."
Without that requirement here, it is possible to depicte the player as a "living backpack."
The said equipment is also defined elsewhere.
Another dramatic change replaces the player's model with a ball of plasma that masks the player while riding zip lines.
Exploration:
How do I crouch?
- ribbons
the four merit commendation ribbon medals
- Source
- CharacterAppearanceData.scala
- See also
CharacterDataDetailedCharacterData
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- CharacterAppearanceData
- Serializable
- Product
- Equals
- StreamBitSize
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Instance Constructors
- new CharacterAppearanceData(a: CharacterAppearanceA, b: CharacterAppearanceB, ribbons: RibbonBars)(name_padding: Int)
- ribbons
the four merit commendation ribbon medals
Value Members
- final def !=(arg0: Any): Boolean
- Definition Classes
- AnyRef → Any
- final def ##: Int
- Definition Classes
- AnyRef → Any
- final def ==(arg0: Any): Boolean
- Definition Classes
- AnyRef → Any
- def NamePadding: Int
External access to the value padding on the name field.
External access to the value padding on the name field. The padding will always be a number 0-7.
- returns
the pad length in bits
- val a: CharacterAppearanceA
- def altModelBit: Option[Int]
When a player is released-dead or attached to a zipline, their basic infantry model is replaced with a different one.
When a player is released-dead or attached to a zipline, their basic infantry model is replaced with a different one.
- returns
the length of the variable field that exists when using alternate models
- final def asInstanceOf[T0]: T0
- Definition Classes
- Any
- val b: CharacterAppearanceB
- def bitsize: Long
Performs a "sizeof()" analysis of the given object.
The calculation reflects thescodec Codecdefinition rather than the explicit parameter fields.Performs a "sizeof()" analysis of the given object.
The calculation reflects thescodec Codecdefinition rather than the explicit parameter fields. For example, a traditionalIntis normally a 32-bit number, often rendered as a32unumber. When parsed with auintL(7), it's length will be considered 7 bits (7u). (Note: being permanently signed, anscodecvalue of32uor longer must fit into aLongtype.)- returns
the number of bits necessary to measure an object of this class; defaults to
0L
- Definition Classes
- CharacterAppearanceData → StreamBitSize
- def clone(): AnyRef
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- protected[lang]
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- def productElementNames: Iterator[String]
- Definition Classes
- Product
- val ribbons: RibbonBars
- final def synchronized[T0](arg0: => T0): T0
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