mirror of
https://github.com/Mojang/bedrock-protocol-docs.git
synced 2025-10-16 00:05:45 +00:00
34 lines
2.9 KiB
HTML
34 lines
2.9 KiB
HTML
<!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><img src="svg/PlayerAuthInputPacket.svg" alt="PlayerAuthInputPacket">
|
|
<br><table><col width="10%"><col width="90%"><tr><th>Field Name</th><th>Field Notes</th></tr><tr><td>Player Rotation</td>
|
|
<td>Orientation of the player at the start of the tick.</td>
|
|
</tr><tr><td>Position</td>
|
|
<td>Client predicted position at the end of the tick. Referring to the player unless they are controlling a client predicted vehicle in which case it's the vehicle position.</td>
|
|
</tr><tr><td>Move Vector</td>
|
|
<td>The desired local space move direction of the player in the vehicle. Convert this to world space by rotating by Player Rotation along the Y (up) axis.</td>
|
|
</tr><tr><td>Player's Head Rotation</td>
|
|
<td>Effectively the same as the Y component of Player Rotation</td>
|
|
</tr><tr><td>Input Data</td>
|
|
<td>Bitset where the bits are indexed by PlayerAuthInputPacket::InputData, see enum table for details.</td>
|
|
</tr><tr><td>Interact Rotation</td>
|
|
<td>The rotation the player is looking that they intend to use for interactions. In default modes this is the same as Player Rotation. For creator cameras it may not.</td>
|
|
</tr><tr><td>Client tick</td>
|
|
<td>Which simulation frame client is on. The server should send back the most recently processed PlayerInputTick in any client-bound packets referring to player data that have a PlayerInputTick.</td>
|
|
</tr><tr><td>Pos Delta</td>
|
|
<td>Client predicted velocity at the end of the tick. This is referring to the player unless they're in control of a client predicted vehicle in which case it's the vehicle.</td>
|
|
</tr><tr><td>Actions</td>
|
|
<td>There are a variety of possible actions each with their own schema; this (Take) is just one example. Refer to the Item Stack Net Manager documentation.</td>
|
|
</tr><tr><td>Strings To Filter</td>
|
|
<td>Array of strings to submit to profanity filtering service</td>
|
|
</tr><tr><td>String To Filter</td>
|
|
<td>Indivdiual string that needs checking</td>
|
|
</tr><tr><td>Vehicle Rotation</td>
|
|
<td>The client predicted rotation of a client predicted vehicle at the end of the tick if the player is in control of one.</td>
|
|
</tr><tr><td>Client Predicted Vehicle</td>
|
|
<td>The ID of the vehicle the client thinks they are in control of. Relevant for the server to disambiguate client predictions when switching between two vehicles.</td>
|
|
</tr><tr><td>Analog MoveVector</td>
|
|
<td>Same idea as move vector</td>
|
|
</tr><tr><td>Camera Orientation</td>
|
|
<td>The world space unit vector that represents the camera's forward direction. This is used to transform movement to be camera relative.</td>
|
|
</tr><tr><td>Raw MoveVector</td>
|
|
<td>Same as move vector but it isn't affected by input permissions or sneak/fly speeds and it isn't normalized for analogue inputs.</td>
|
|
</tr></table></body> </html> |