# PSF-LoginServer - master - net.psforever.types
PSF - LoginServer - master - net.psforever.types
Keywords: PSF LoginServer master net.psforever.types

PSF-LoginServer - master < Back
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# Packages

-  package root
  Definition Classes
    root
-  package net
  Definition Classes
    root
-  package psforever
  Definition Classes
    net
-  package actors
  Definition Classes
    psforever
-  package filters
  Definition Classes
    psforever
-  package login
  Definition Classes
    psforever
-  package newcodecs
  Definition Classes
    psforever
-  package objects
  Definition Classes
    psforever
-  package packet
  Definition Classes
    psforever
-  package persistence
  Definition Classes
    psforever
-  package server
  Definition Classes
    psforever
-  package services
  Definition Classes
    psforever
-  package tools
  Definition Classes
    psforever
-  package types
  Definition Classes
    psforever
- Angular
- BailType
- CapacitorStateType
- CargoStatus
- CharacterSex
- CharacterVoice
- ChatMessageType
- DriveState
- EmoteType
- ExoSuitType
- GrenadeState
- HartSequence
- ImplantType
- LazeWaypoint
- LoadoutType
- MeritCommendation
- OxygenState
- PlanetSideEmpire
- PlanetSideGUID
- PlanetSideGeneratorState
- SpawnGroup
- SquadRequestType
- SquadResponseType
- SquadWaypoint
- StalePlanetSideGUID
- StandardWaypoint
- TransactionType
- ValidPlanetSideGUID
- Vector3
- WaypointSubtype
-  package util
  Definition Classes
    psforever
-  package zones
  Definition Classes
    psforever

p

net.psforever

# types

#### package types


Ordering

1. Alphabetic

Visibility

1. Public
2. Protected

### Type Members

1.  sealed abstract class CharacterSex extends IntEnumEntry

   Values for two sexes, Male and Female, as required by `ObjectCreateMessage` parameters.

   Values for two sexes, Male and Female, as required by `ObjectCreateMessage` parameters. Some quaint language for log decoration is provided. Blame the lack of gender dysphoria on the Terran Republic.

2.  sealed abstract class ChatMessageType extends EnumEntry

   ChatMessageTypes were reversed by: Checking the type in the packet upon receipt by server while using slash commands Replaying the ChatMsg packet back to the sender after modifying the messagetype value Shaql magic english.str references to the type names

   ChatMessageTypes were reversed by: Checking the type in the packet upon receipt by server while using slash commands Replaying the ChatMsg packet back to the sender after modifying the messagetype value Shaql magic english.str references to the type names

   Message type names that are not based on actual names are prefixed with U_ Message type names that are completely unknown are named UNK_#

   Some un-assigned names (probably not all of them): CMT_METAGAME, CMT_SPEEDHACK, CMT_DUMPBUILDINGTREE, CMT_CLIENT_BATCH CMT_COMMAND_ZONE96, CMT_COMMAND_ZONE97, CMT_COMMAND_ZONE98, CMT_COMMAND_ZONE99

3.  sealed abstract class HartSequence extends IntEnumEntry
4.  sealed abstract class ImplantType extends IntEnumEntry
5.  sealed case class LazeWaypoint (value: Int) extends SquadWaypoint with Product with Serializable

   General waypoint produced by the Flail targeting laser (laze pointer) that is visible by all squad members for a short duration.

   General waypoint produced by the Flail targeting laser (laze pointer) that is visible by all squad members for a short duration. Any squad member may place this waypoint. A laze waypoint is yellow, is indicated in the game world, on the proximity map, and on the continental map, and is designated by the number of the squad member that produced it. Only one laze waypoint may be made visible from any one squad member at any given time, overwritten when replaced. When viewed by a squad member seated in a Flail, the waypoint includes an elevation reticle for aiming purposes. YMMV.

   value

     the index of the waypoint can be any number five and above

   See also

     `SquadWaypointEvent`

     `SquadWaypointRequest`

6.  sealed abstract class OxygenState extends EnumEntry

   The progress state of being a drowning victim.

7.  abstract class PlanetSideGUID extends AnyRef
8.  sealed abstract class SpawnGroup extends IntEnumEntry

   The spawn group.
   The groups `Sanctuary`, `Tower`, and ,`Facility` are typically hard-defined by the client.

   The spawn group.
   The groups `Sanctuary`, `Tower`, and ,`Facility` are typically hard-defined by the client. The groups `AMS` and the `Bound*` spawns can only be displayed on the deployment map by sending a manual `BindPlayerMessage` packet to the client, and the designated spawn group identifier is returned to the server if the spawn point that is created is selected. The sanctuary spawn is also used as a fallback for an unknown spawn point as going back to one's own sanctuary counts as a "safe spawn."
   The `Sanctuary` spawn is commonly accessible on a smaller map (of the sanctuary continent) off to one side of the greater deployment map. It does not generate an icon when manually set. The icons produced by the normal and the bound tower and facility groups are not detailed. The ones that are not designated as "bound" also do not display icons when manually set. The AMS spawn group icons have an overhead AMS glyph and are smaller in radius, identical otherwise.

   See also

     `BindPlayerMessage`

9.  sealed trait SquadWaypoint extends AnyRef

   Base of all waypoints visible to members of a particular squad.

10.  final case class StalePlanetSideGUID (guid: Int) extends PlanetSideGUID with Product with Serializable
11.  sealed abstract class StandardWaypoint extends SquadWaypoint

    Permanently-defined waypoints known to all squads, set only by the squad leader, accessible by command rank status.

12.  final case class ValidPlanetSideGUID (guid: Int) extends PlanetSideGUID with Product with Serializable
13.  final case class Vector3 (x: Float, y: Float, z: Float) extends Product with Serializable

### Value Members

1.  object Angular

   A series of `Codec`s designed to work with convert between 8-bit angle values in the packets and `Float` numbers.

   A series of `Codec`s designed to work with convert between 8-bit angle values in the packets and `Float` numbers. As far as the data is concerned, the first bit appears to be ignored when it comes to the actual angle measurement. The latter seven bits map between 0 to 360 perfectly (according to the game).

2.  object BailType extends Enumeration
3.  object CapacitorStateType extends Enumeration
4.  object CargoStatus extends Enumeration
5.  object CharacterSex extends IntEnum[CharacterSex]

   Values for two sexes, Male and Female.

6.  object CharacterVoice extends Enumeration

   The voice used by the player character, from a selection of ten divided between five male voices and five female voices.

   The voice used by the player character, from a selection of ten divided between five male voices and five female voices. The first entry (0) is no voice. While it is technically not valid to have a wrong-gendered voice, unlisted sixth and seventh entries would give a male character a female voice; a female character with either entry would become mute, however.

   See also

     `CharacterSex`

7.  object ChatMessageType extends Enum[ChatMessageType]
8.  object DriveState extends Enumeration

   An `Enumeration` of the mobility states of vehicles.
   In general, two important mobility states exist - `Mobile` and `Deployed`.

   An `Enumeration` of the mobility states of vehicles.
   In general, two important mobility states exist - `Mobile` and `Deployed`. There are stages of a formal deployment. For any deployment state other than the defined ones, the vehicle assumes it is in one of the transitional states. If the target vehicle has no deployment behavior, a non-`Mobile` value will not affect it.

9.  object EmoteType extends Enumeration
10.  object ExoSuitType extends Enumeration

    Values for the the different types of exo-suits that players can wear.

11.  object GrenadeState extends Enumeration

    An `Enumeration` of the kinds of states applicable to the grenade animation.

12.  object HartSequence extends IntEnum[HartSequence]
13.  case object ImplantType extends IntEnum[ImplantType] with Product with Serializable
14.  object LoadoutType extends Enumeration
15.  object MeritCommendation extends Enumeration

    An `Enumeration` of all merit commendation award categories organized into associated ribbons.

    An `Enumeration` of all merit commendation award categories organized into associated ribbons. By astonishing coincidence, with exception of the first ten special awards, the rest of list is in alphabetical order.

16.  object OxygenState extends Enum[OxygenState]

    The progress state of being a drowning victim.

    The progress state of being a drowning victim. `Suffocation` means being too far under water. In terms of percentage, progress proceeds towards 0. `Recovery` means emerging from being too far under water. In terms of percentage, progress proceeds towards 100.

17.  object PlanetSideEmpire extends Enumeration

    Values for the three empires and the neutral/Black Ops group.

18.  object PlanetSideGUID
19.  object PlanetSideGeneratorState extends Enumeration

    An `Enumeration` `Codec` that represents that various states of a major facility's Generator.

20.  object SpawnGroup extends IntEnum[SpawnGroup]
21.  object SquadRequestType extends Enumeration
22.  object SquadResponseType extends Enumeration
23.  object SquadWaypoint
24.  object TransactionType extends Enumeration
25.  object Vector3 extends Serializable
26.  object WaypointSubtype extends Enumeration

    Distinction of purpose of the waypoint.

### Ungrouped