net.psforever.packet.game.objectcreate
the optional position of the character in the world environment
common fields regarding the the character's appearance
the class-specific data that discusses the character
the player's full or partial (holsters-only) inventory
the holster that is depicted as exposed, or "drawn"
used to seed the state of the optional position fields
common fields regarding the the character's appearance
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
the class-specific data that discusses the character
the holster that is depicted as exposed, or "drawn"
the player's full or partial (holsters-only) inventory
the optional position of the character in the world environment
A representation of an
avatar
player for theObjectCreateDetailedMessage
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 theObjectCreateDetailedMessage
version of a controlled player character (this) and theObjectCreateMessage
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
andList
padding.the optional position of the character in the world environment
common fields regarding the the character's appearance
the class-specific data that discusses the character
the player's full or partial (holsters-only) inventory
the holster that is depicted as exposed, or "drawn"
used to seed the state of the optional position fields
DrawnSlot
InventoryData
DetailedCharacterData
CharacterAppearanceData