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<title>MovementEffectPacket (318)</title>
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<p><a href="index.html">← Back to Index</a></p>
<h1>MovementEffectPacket (318)</h1>
<div class="description">These packets are sent to the client to update specific MovementEffects</div>
<div class="description">
These MovementEffects can be client-predicted.
Ex: Fireworks Rockets used while gliding send this packet to the client so they know the exact duration of the GLIDE_BOOST MovementEffect.
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<tr style="background-color: #f0f0f0;">
<th>Field Name</th>
<th>Type</th>
<th>Ordinal Index</th>
<th>Description</th>
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<td rowspan="2"><strong>Target Runtime ID</strong></td>
<td>ActorRuntimeID</td>
<td>0</td>
<td></td>
</tr>
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<td colspan="3"><div style="margin-left: 20px; margin-top: 10px;">
<h3>ActorRuntimeID</h3>
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<th>Field Name</th>
<th>Type</th>
<th>Ordinal Index</th>
<th>Description</th>
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<td><strong>Actor Runtime ID</strong></td>
<td>varuint64</td>
<td>0</td>
<td></td>
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<td rowspan="2"><strong>Effect ID</strong></td>
<td>varint32</td>
<td>1</td>
<td></td>
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<strong>Enum Values:</strong>
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<th style="width: 40px;">Index</th>
<th>Value</th>
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<td style="text-align: center;">0</td>
<td><code>GLIDE_BOOST</code></td>
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<td style="text-align: center;">1</td>
<td><code>DOLPHIN_BOOST</code></td>
</tr>
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<td><strong>Effect Duration</strong></td>
<td>varint32</td>
<td>2</td>
<td></td>
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<td rowspan="2"><strong>Tick</strong></td>
<td>PlayerInputTick</td>
<td>3</td>
<td>If this packet is referring to the player or a client predicted vehicle they are in control of, this should be the most recently processed PlayerInputTick from their PlayerAuthInputPacket. Otherwise zero.</td>
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<h3>PlayerInputTick</h3>
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<th>Field Name</th>
<th>Type</th>
<th>Ordinal Index</th>
<th>Description</th>
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<td><strong>Input tick</strong></td>
<td>varuint64</td>
<td>0</td>
<td>In server authoritative movement mode the client supplies this in PlayerAuthInputPacket.
For any client-bound packets containing a tick, the server should supply the tick value corresponding to the most recently processed PlayerAuthInputPacket.
This allows the client to adjust any client predictions made while the packet was in flight.
If the packet is being sent to the client but not relating to data of the player or a client-predicted vehicle, it can be zero.
It is also acceptable to specify zero for players, although this may lead to minor visual flickers and less smooth application of CorrectPlayerMovePredictionPacket.</td>
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