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PlayerInputPacket

文档版本:r/21_u4
协议版本:748

PlayerInputPacket数据包,数字ID57。该数据包用于protocol.packet.playerinputpacket.description

结构

digraph "PlayerInputPacket" {
rankdir = LR
0
0 -> 1
1 -> 2
0 -> 3
3 -> 4
0 -> 5
5 -> 6

0 [label="PlayerInputPacket",comment="name: \"PlayerInputPacket\", typeName: \"\", id: 0, branchId: 57, recurseId: -1, attributes: 0, notes: \"\""];
1 [label="Move",comment="name: \"Move\", typeName: \"Vec2\", id: 1, branchId: 0, recurseId: -1, attributes: 256, notes: \"The desired local space move direction of the player in the vehicle. Convert this to world space by rotating by `mRot.y` along the Y (up) axis. he server authoritative near-equivalent is PlayerAuthInputPacket::mMove with the only difference being that this is scaled by expected movement slowdowns like sneaking and using items.\""];
2 [label="Vec2",comment="name: \"Vec2\", typeName: \"\", id: 2, branchId: 0, recurseId: -1, attributes: 512, notes: \"\""];
3 [label="Jumping",comment="name: \"Jumping\", typeName: \"\", id: 3, branchId: 0, recurseId: -1, attributes: 0, notes: \"True if the player is holding down the jump input or is auto-jumping. n server authoritative movement this is equivalent to `PlayerAuthInputPacket::InputData::Jumping` bit.\""];
4 [label="bool",comment="name: \"bool\", typeName: \"\", id: 4, branchId: 0, recurseId: -1, attributes: 512, notes: \"\""];
5 [label="Sneaking",comment="name: \"Sneaking\", typeName: \"\", id: 5, branchId: 0, recurseId: -1, attributes: 0, notes: \"This is either the predicted sneak state as determined by sneak input or the latest value received from `SetActorDataPacket` depending on timing. n server authoritative movement the closest equivalent is `PlayerAuthInputPacket::InputData::Sneaking` and does not have the timing issue.\""];
6 [label="bool",comment="name: \"bool\", typeName: \"\", id: 6, branchId: 0, recurseId: -1, attributes: 512, notes: \"\""];
{ rank = max;2;4;6}

}

字段

PlayerInputPacket
[move][jumping][sneaking]
Move:Vec2
特殊类型。protocol.packet.playerinputpacket.move.descriptionThe desired local space move direction of the player in the vehicle. Convert this to world space by rotating by mRot.y along the Y (up) axis. he server authoritative near-equivalent is PlayerAuthInputPacket::mMove with the only difference being that this is scaled by expected movement slowdowns like sneaking and using items.
Jumping:bool
基本类型。protocol.packet.playerinputpacket.jumping.descriptionTrue if the player is holding down the jump input or is auto-jumping. n server authoritative movement this is equivalent to PlayerAuthInputPacket::InputData::Jumping bit.
Sneaking:bool
基本类型。protocol.packet.playerinputpacket.sneaking.descriptionThis is either the predicted sneak state as determined by sneak input or the latest value received from SetActorDataPacket depending on timing. n server authoritative movement the closest equivalent is PlayerAuthInputPacket::InputData::Sneaking and does not have the timing issue.