final case class CharacterData(health: Int, armor: Int, uniform_upgrade: UniformStyle, unk: Int, command_rank: Int, implant_effects: List[ImplantEffects.Value], cosmetics: Option[Set[Cosmetic]])(is_backpack: Boolean, is_seated: Boolean) extends ConstructorData with Product with Serializable
A representation of a portion of an avatar's ObjectCreateDetailedMessage
packet data.
This information outlines most of the specifics required to depict some other player's character.
Someone else decides how that character is behaving and the server tells each client how to depict that behavior.
For that reason, the character is mostly for presentation purposes, rather than really being fleshed-out.
Of the inventory for this character, only the initial five weapon slots are defined.
In the "backend of the client," the character produced by this data is no different
from the kind of character that could be declared a given player's avatar.
In terms of equipment and complicated features common to an avatar character, however,
any user would find this character ill-equipped.
- health
the amount of health the player has, as a percentage of a filled bar; the bar has 85 states, with 3 points for each state; when 0% (less than 3 of 255), the player will collapse into a death pose on the ground; while
is_backpack == true
,health
will always report as 0; whileis_seated == true
,health
will (try to) report as 100- armor
the amount of armor the player has, as a percentage of a filled bar; the bar has 85 states, with 3 points for each state; while
is_seated == true
,armor
will always report as 0- uniform_upgrade
the level of upgrade to apply to the player's base uniform
- command_rank
the player's command rank as a number from 0 to 5; cosmetic armor associated with the command rank will be applied automatically
- implant_effects
the effects of implants that can be seen on a player's character; the number of entries equates to the number of effects applied; the maximum number of effects is three
- cosmetics
optional decorative features that are added to the player's head model by console/chat commands; they become available at battle rank 24; these flags do not exist if they are not applicable
- is_backpack
this player character should be depicted as a corpse; corpses are either coffins (defunct), backpacks (normal), or a pastry (festive); the alternate model bit should be flipped
- is_seated
this player character is seated in a vehicle or mounted to some other object; alternate format for data parsing applies
- Source
- CharacterData.scala
- See also
DetailedCharacterData
Cosmetics
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- CharacterData
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- StreamBitSize
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Instance Constructors
- new CharacterData(health: Int, armor: Int, uniform_upgrade: UniformStyle, unk: Int, command_rank: Int, implant_effects: List[ImplantEffects.Value], cosmetics: Option[Set[Cosmetic]])(is_backpack: Boolean, is_seated: Boolean)
- health
the amount of health the player has, as a percentage of a filled bar; the bar has 85 states, with 3 points for each state; when 0% (less than 3 of 255), the player will collapse into a death pose on the ground; while
is_backpack == true
,health
will always report as 0; whileis_seated == true
,health
will (try to) report as 100- armor
the amount of armor the player has, as a percentage of a filled bar; the bar has 85 states, with 3 points for each state; while
is_seated == true
,armor
will always report as 0- uniform_upgrade
the level of upgrade to apply to the player's base uniform
- command_rank
the player's command rank as a number from 0 to 5; cosmetic armor associated with the command rank will be applied automatically
- implant_effects
the effects of implants that can be seen on a player's character; the number of entries equates to the number of effects applied; the maximum number of effects is three
- cosmetics
optional decorative features that are added to the player's head model by console/chat commands; they become available at battle rank 24; these flags do not exist if they are not applicable
- is_backpack
this player character should be depicted as a corpse; corpses are either coffins (defunct), backpacks (normal), or a pastry (festive); the alternate model bit should be flipped
- is_seated
this player character is seated in a vehicle or mounted to some other object; alternate format for data parsing applies
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
- val armor: Int
- final def asInstanceOf[T0]: T0
- Definition Classes
- Any
- def bitsize: Long
Performs a "sizeof()" analysis of the given object.
The calculation reflects thescodec Codec
definition rather than the explicit parameter fields.Performs a "sizeof()" analysis of the given object.
The calculation reflects thescodec Codec
definition rather than the explicit parameter fields. For example, a traditionalInt
is normally a 32-bit number, often rendered as a32u
number. When parsed with auintL(7)
, it's length will be considered 7 bits (7u
). (Note: being permanently signed, anscodec
value of32u
or longer must fit into aLong
type.)- returns
the number of bits necessary to measure an object of this class; defaults to
0L
- Definition Classes
- CharacterData → StreamBitSize
- def clone(): AnyRef
- Attributes
- protected[lang]
- Definition Classes
- AnyRef
- Annotations
- @throws(classOf[java.lang.CloneNotSupportedException]) @native()
- val command_rank: Int
- val cosmetics: Option[Set[Cosmetic]]
- final def eq(arg0: AnyRef): Boolean
- Definition Classes
- AnyRef
- def finalize(): Unit
- Attributes
- protected[lang]
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- @throws(classOf[java.lang.Throwable])
- final def getClass(): Class[_ <: AnyRef]
- Definition Classes
- AnyRef → Any
- Annotations
- @native()
- val health: Int
- val implant_effects: List[ImplantEffects.Value]
- final def isInstanceOf[T0]: Boolean
- Definition Classes
- Any
- final def ne(arg0: AnyRef): Boolean
- Definition Classes
- AnyRef
- final def notify(): Unit
- Definition Classes
- AnyRef
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- @native()
- final def notifyAll(): Unit
- Definition Classes
- AnyRef
- Annotations
- @native()
- def productElementNames: Iterator[String]
- Definition Classes
- Product
- final def synchronized[T0](arg0: => T0): T0
- Definition Classes
- AnyRef
- val uniform_upgrade: UniformStyle
- val unk: Int
- final def wait(): Unit
- Definition Classes
- AnyRef
- Annotations
- @throws(classOf[java.lang.InterruptedException])
- final def wait(arg0: Long, arg1: Int): Unit
- Definition Classes
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- @throws(classOf[java.lang.InterruptedException])
- final def wait(arg0: Long): Unit
- Definition Classes
- AnyRef
- Annotations
- @throws(classOf[java.lang.InterruptedException]) @native()