net.psforever.packet.game.objectcreate
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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.
the pad length in bits
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.
the length of the variable field that exists when using alternate models
Performs a "sizeof()" analysis of the given object.
The calculation reflects the scodec Codec
definition rather than the explicit parameter fields.
Performs a "sizeof()" analysis of the given object.
The calculation reflects the scodec Codec
definition rather than the explicit parameter fields.
For example, a traditional Int
is normally a 32-bit number, often rendered as a 32u
number.
When parsed with a uintL(7)
, it's length will be considered 7 bits (7u
).
(Note: being permanently signed, an scodec
value of 32u
or longer must fit into a Long
type.)
the number of bits necessary to measure an object of this class;
defaults to 0L
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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
and0x18 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?
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DetailedCharacterData
CharacterData