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bedrock-protocol-docs/html/CorrectPlayerMovePredictionPacket.html
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<!DOCTYPE html> <html> <head><style>table{font-family: arial, sans-serif;border-collapse: collapse;width: 100% ;}.tab { margin-left: 40px; }td, th{text-align: left;padding: 8px;}tr:nth-child(even) {background-color: #dddddd;}div#expand{display:block;}</style> </head> <body><h1>CorrectPlayerMovePredictionPacket (id: 161)</h1>
<table><col width="1%"><col width="99%"><tr><th></th><th></th></tr><tr><td> <b>Purpose:</b> </td>
<td>Sent to a player when their simulation of movement mismatches enough from the server that it wants to correct the client.</td>
</tr><tr><td> <b>Notes:</b> </td>
<td>Used only in server authoritative movement mode, see ServerAuthMovementMode documentation.<br>
Since it is sent to the specified client the target player is implied to be the receiver.<br>
It is an optional part of the server authoritative protocol. A server could choose to never send this or do all corrections
through MovePlayerPacket, although doing so would likely provide less smooth results.</td>
</tr></table><br><h2>Payload</h2>
<img src="svg/CorrectPlayerMovePredictionPacket.svg" alt="CorrectPlayerMovePredictionPacket">
<br><br><br><table><col width="10%"><col width="10%"><col width="15%"><col width="80%"><tr><th>Field Name</th><th>Field Type</th><th>Field Constraints</th><th>Field Notes</th></tr><tr><td>PredictionType</td>
<td>enum enum RewindType</td>
<td></td>
<td>Vehicle or Player Prediction</td>
</tr><tr><td>Pos</td>
<td>Vec3</td>
<td></td>
<td>Corrected position</td>
</tr><tr><td>Pos Delta</td>
<td>Vec3</td>
<td></td>
<td>Corrected velocity</td>
</tr><tr><td>Rotation</td>
<td>Vec2</td>
<td></td>
<td>Corrected rotation. Only sent when PredictionType is Vehicle</td>
</tr><tr><td>VehicleAngularVelocity</td>
<td>float</td>
<td></td>
<td>Angular Velocity for a vehicle. Only sent when PredictionType is Vehicle</td>
</tr><tr><td>On Ground</td>
<td>bool</td>
<td></td>
<td>Is on ground</td>
</tr><tr><td>Tick</td>
<td>PlayerInputTick</td>
<td></td>
<td>Which frame we're correcting; should match the tick in the Player Auth Input packet</td>
</tr></table></body> </html>