the player's GUID
where the player is in the world
how the player is moving
a "yaw" angle
a "pitch" angle
a "yaw" angle that represents the angle of the avatar's upper body with respect to its forward-facing direction; this number is normally 0 for forward facing; the range is limited between approximately 61 degrees of center turned to left or right
na
na
avatar is crouching
avatar is jumping; must remain flagged for jump to maintain animation
provide a measure of vertical stability when really close to the avatar character
avatar is cloaked by virtue of an Infiltration Suit
na
na
the player's GUID
a "pitch" angle
a "yaw" angle
a "yaw" angle that represents the angle of the avatar's upper body with respect to its forward-facing direction; this number is normally 0 for forward facing; the range is limited between approximately 61 degrees of center turned to left or right
avatar is cloaked by virtue of an Infiltration Suit
avatar is crouching
avatar is jumping; must remain flagged for jump to maintain animation
provide a measure of vertical stability when really close to the avatar character
where the player is in the world
na
na
na
na
how the player is moving
Constantly sent from the client to the server to update player avatar properties.
Exploration:
seq_time
appears to be used in other message definitions as well. It seems to represent a timestamp for ordering, e.g., player and weapon events.the player's GUID
where the player is in the world
how the player is moving
a "yaw" angle
a "pitch" angle
a "yaw" angle that represents the angle of the avatar's upper body with respect to its forward-facing direction; this number is normally 0 for forward facing; the range is limited between approximately 61 degrees of center turned to left or right
na
na
avatar is crouching
avatar is jumping; must remain flagged for jump to maintain animation
provide a measure of vertical stability when really close to the avatar character
avatar is cloaked by virtue of an Infiltration Suit
na
na