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ca7b330f4a
* Protocol for r/21_u4 NetworkProtocolVersion 748 * Addressed feedback from the community
24 lines
1.8 KiB
Plaintext
24 lines
1.8 KiB
Plaintext
digraph "PlayerInputPacket" {
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rankdir = LR
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0
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0 -> 1
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1 -> 2
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0 -> 3
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3 -> 4
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0 -> 5
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5 -> 6
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0 [label="PlayerInputPacket",comment="name: \"PlayerInputPacket\", typeName: \"\", id: 0, branchId: 57, recurseId: -1, attributes: 0, notes: \"\""];
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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.
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The 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.\""];
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2 [label="Vec2",comment="name: \"Vec2\", typeName: \"\", id: 2, branchId: 0, recurseId: -1, attributes: 512, notes: \"\""];
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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.
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In server authoritative movement this is equivalent to `PlayerAuthInputPacket::InputData::Jumping` bit.\""];
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4 [label="bool",comment="name: \"bool\", typeName: \"\", id: 4, branchId: 0, recurseId: -1, attributes: 512, notes: \"\""];
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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.
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In server authoritative movement the closest equivalent is `PlayerAuthInputPacket::InputData::Sneaking` and does not have the timing issue.\""];
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6 [label="bool",comment="name: \"bool\", typeName: \"\", id: 6, branchId: 0, recurseId: -1, attributes: 512, notes: \"\""];
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{ rank = max;2;4;6}
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}
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