A type of Equipment
that can be wielded and applied to the game world to produce other game objects.
Functionally, ConstructionItem
objects resemble Tool
objects that have fire mode state and alternate "ammunition."
Very much unlike Tool
object counterparts, however,
the alternate "ammunition" is also a type of fire mode state
maintained in a two-dimensional grid of related states.
A slot "on the player" into which an implant is installed.
A slot "on the player" into which an implant is installed.
In total, players have three implant slots.
All implants slots start as "locked" and must be "unlocked" through battle rank advancement.
Only after it is "unlocked" may an implant be "installed" into the slot.
Upon installation, it undergoes an initialization period and then, after which, it is ready for user activation.
Being jammed de-activates the implant, put it into a state of "not being ready," and causes the initialization to repeat.
A one-time-use recovery item that can be applied by the player while held within their inventory.
A LocalProjectile
is a server-side object designed to populate a fake shared space.
A LocalProjectile
is a server-side object designed to populate a fake shared space.
It is a placeholder intended to block out the existence of projectiles communicated from clients.
All clients reserve the same internal range of user-generated GUID's from 40100 to 40124, inclusive.
All clients recognize this same range independent of each other as "their own featureless projectiles."
Zone.MakeReservedObjects
Projectile.BaseUID
Projectile.RangeUID
The companion of a Locker
that is carried with a player
masquerading as their sixth EquipmentSlot
object and a sub-inventory item.
The companion of a Locker
that is carried with a player
masquerading as their sixth EquipmentSlot
object and a sub-inventory item.
The Player
class refers to it as the "fifth slot" as its permanent slot number is encoded as 0x85
.
The inventory of this object is accessed using a game world Locker
object (mb_locker
).
A size-checked unit of storage (or mounting) for Equipment
.
A size-checked unit of storage (or mounting) for Equipment
.
Unlike conventional EquipmentSlot
space, this size of allowable Equipment
is fixed.
A basic class that indicates an entity that exists somewhere in the world and has a globally unique identifier.
A type of Equipment
that can be wielded and loaded with certain other game elements.
"Tool" is a very mechanical name while this class is intended for various weapons and support items.
A type of Equipment
that can be wielded and loaded with certain other game elements.
"Tool" is a very mechanical name while this class is intended for various weapons and support items.
The primary trait of a Tool
is that it has something that counts as an "ammunition,"
depleted as the Tool
is used, replaceable as long as one has an appropriate type of AmmoBox
object.
(The former is always called "consuming;" the latter, "reloading.")
Some weapons Chainblade have ammunition but do not consume it.
control actors
The server-side support object that represents a vehicle.
All infantry seating, all mounted weapons, and the trunk space are considered part of the same index hierarchy.
The server-side support object that represents a vehicle.
All infantry seating, all mounted weapons, and the trunk space are considered part of the same index hierarchy.
Generally, all seating is declared first - the driver and passengers and and gunners.
Following that are the mounted weapons and other utilities.
Trunk space starts being indexed afterwards.
To keep it simple, infantry seating, mounted weapons, and utilities are stored separately herein.
The Map
of Utility
objects is given using the same inventory index positions.
Positive indices and zero are considered "represented" and must be assigned a globally unique identifier
and must be present in the containing vehicle's ObjectCreateMessage
packet.
The index is the seat position, reflecting the position in the zero-index inventory.
Negative indices are expected to be excluded from this conversion.
The value of the negative index does not have a specific meaning.
The importance of a vehicle's owner can not be overlooked.
The owner is someone who can control who can sit in the vehicle's seats
either through broad categorization or discriminating selection ("kicking")
and who has access to and can allow access to the vehicle's trunk capacity.
The driver is the only player that can access a vehicle's saved loadouts through a repair/rearm silo
and can procure equipment from the said silo.
The owner of a vehicle and the driver of a vehicle as mostly interchangeable terms for this reason
and it can be summarized that the player who has access to the driver seat meets the qualifications for the "owner"
so long as that player is the last person to have sat in that seat.
All previous ownership information is replaced just as soon as someone else sits in the driver's seat.
Ownership is also transferred as players die and respawn (from and to the same client)
and when they leave a continent without taking the vehicle they currently own with them.
(They also lose ownership when they leave the game, of course.)
All seats have vehicle-level properties on top of their own internal properties.
A seat has a glyph projected onto the ground when the vehicle is not moving
that is used to mark where the seat can be accessed, as well as broadcasting the current access condition of the seat.
As indicated previously, seats are composed into categories and the categories used to control access.
The "driver" group has already been mentioned and is usually composed of a single seat, the "first" one.
The driver seat is typically locked to the person who can sit in it - the owner - unless manually unlocked.
Any seat besides the "driver" that has a weapon controlled from the seat is called a "gunner" seats.
Any other seat besides the "driver" seat and "gunner" seats is called a "passenger" seat.
All of these seats are typically unlocked normally.
The "trunk" also counts as an access group even though it is not directly attached to a seat and starts as "locked."
The categories all have their own glyphs,
sharing a red cross glyph as a "can not access" state,
and may also use their lack of visibility to express state.
In terms of individual access, each seat can have its current occupant ejected, save for the driver's seat.
Vehicle.EquipmentUtilities
Used to initialize the value of a re-usable Cancellable
object.
Used to initialize the value of a re-usable Cancellable
object.
By convention, it always acts like it has been cancelled before and can be cancelled.
Should be replaced with pertinent Cancellable
logic through the initialization of an executor.
A class for storing Player
mappings for users that are currently online.
A class for storing Player
mappings for users that are currently online.
The mapping system is tightly coupled between the Avatar
class and to an instance of WorldSessionActor
.
Use:
1) When a users logs in during WorldSessionActor
, associate that user's session id and their character (avatar).
LivePlayerList.Add(session, avatar)
2) In between the previous two steps, a range of characters may be queried based on provided statistics.
LivePlayerList.WorldPopulation(...)
3) When the user leaves the game entirely, his character's entry is removed from the mapping.
LivePlayerList.Remove(session)
A type of
Equipment
that can be wielded and applied to the game world to produce other game objects.Functionally,
ConstructionItem
objects resembleTool
objects that have fire mode state and alternate "ammunition." Very much unlikeTool
object counterparts, however, the alternate "ammunition" is also a type of fire mode state maintained in a two-dimensional grid of related states. These states represent output products called deployables or, in the common vernacular, CE. Also unlikeTool
objects, whose ammunition is always available even when drawing the weapon is not permitted, the different states are not all available if just the equipment itself is available. Parameters along with these CE states indicate whether the current output product is something the player is permitted to utilize.