final case class DetailedPlayerData(pos: Option[PlacementData], basic_appearance: CharacterAppearanceData, character_data: DetailedCharacterData, inventory: Option[InventoryData], drawn_slot: DrawnSlot.Value)(position_defined: Boolean) extends ConstructorData with Product with Serializable
A representation of an avatar player for the ObjectCreateDetailedMessage packet.
As an avatar, the character created by this data is expected to be controllable by the client that gets sent this data.
Divisions exist to make the data more manageable.
The first division defines the player's location within the game coordinate system.
The second division defines features of the avatar
that are shared by both the ObjectCreateDetailedMessage version of a controlled player character (this)
and the ObjectCreateMessage version of a player character.
The third field expands on the nature of the character and this avatar's campaign.
Expansive information about previous interactions, the contents of their inventory, and equipment permissions are included.
The presence or absence of position data as the first division creates a cascading effect
causing all of fields in the other two divisions to gain offsets.
These offsets exist in the form of String and List padding.
- pos
the optional position of the character in the world environment
- basic_appearance
common fields regarding the the character's appearance
- character_data
the class-specific data that discusses the character
- inventory
the player's full or partial (holsters-only) inventory
- drawn_slot
the holster that is depicted as exposed, or "drawn"
- position_defined
used to seed the state of the optional position fields
- Source
- DetailedPlayerData.scala
- See also
CharacterAppearanceDataDetailedCharacterDataInventoryDataDrawnSlot
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Instance Constructors
- new DetailedPlayerData(pos: Option[PlacementData], basic_appearance: CharacterAppearanceData, character_data: DetailedCharacterData, inventory: Option[InventoryData], drawn_slot: DrawnSlot.Value)(position_defined: Boolean)
- pos
the optional position of the character in the world environment
- basic_appearance
common fields regarding the the character's appearance
- character_data
the class-specific data that discusses the character
- inventory
the player's full or partial (holsters-only) inventory
- drawn_slot
the holster that is depicted as exposed, or "drawn"
- position_defined
used to seed the state of the optional position fields
Value Members
- final def !=(arg0: Any): Boolean
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- val basic_appearance: CharacterAppearanceData
- 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
- DetailedPlayerData → StreamBitSize
- val character_data: DetailedCharacterData
- def clone(): AnyRef
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- protected[lang]
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- @throws(classOf[java.lang.CloneNotSupportedException]) @native()
- val drawn_slot: DrawnSlot.Value
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- val inventory: Option[InventoryData]
- final def isInstanceOf[T0]: Boolean
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- val pos: Option[PlacementData]
- def productElementNames: Iterator[String]
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