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967 changed files with 1942 additions and 1070 deletions
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@ -7,7 +7,7 @@ It is placed under control via another packet that sends it hurtling to the grou
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Upon hitting the ground, it opens up, releasing the player, and despawns.<br>
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<br>
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Although the droppod is not technically a vehicle, it is treated as such by the game.
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A spawned and unoccupied droppod can be entered and exited, as expected (the seat is 0).
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A spawned and unoccupied droppod can be entered and exited, as expected (the mount is 0).
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There is no entry animation.
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The exit animation is the droppod flowering open as usual.
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Even in its spread open state, the droppod can be re-entered, though it will remain spread open.
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File diff suppressed because one or more lines are too long
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@ -159,7 +159,7 @@ It is placed under control via another packet that sends it hurtling to the grou
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Upon hitting the ground, it opens up, releasing the player, and despawns.<br>
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<br>
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Although the droppod is not technically a vehicle, it is treated as such by the game.
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A spawned and unoccupied droppod can be entered and exited, as expected (the seat is 0).
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A spawned and unoccupied droppod can be entered and exited, as expected (the mount is 0).
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There is no entry animation.
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The exit animation is the droppod flowering open as usual.
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Even in its spread open state, the droppod can be re-entered, though it will remain spread open.
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@ -307,11 +307,11 @@ This category includes all flying vehicles and the ancient cavern vehicles.</p><
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health should be less than 3/255, or 0%<br>
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-jammered - vehicles will not be jammered by setting this field<br>
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-player_guid the vehicle's (official) owner;
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a living player in the game world on the same continent as the vehicle who may mount the driver seat</p></dd><dt class="param">unk3</dt><dd class="cmt"><p>na</p></dd><dt class="param">health</dt><dd class="cmt"><p>the amount of health the vehicle has, as a percentage of a filled bar (255)</p></dd><dt class="param">unk4</dt><dd class="cmt"><p>na</p></dd><dt class="param">no_mount_points</dt><dd class="cmt"><p>do not display entry points for the seats</p></dd><dt class="param">driveState</dt><dd class="cmt"><p>a representation for the current mobility state;
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a living player in the game world on the same continent as the vehicle who may mount the driver mount</p></dd><dt class="param">unk3</dt><dd class="cmt"><p>na</p></dd><dt class="param">health</dt><dd class="cmt"><p>the amount of health the vehicle has, as a percentage of a filled bar (255)</p></dd><dt class="param">unk4</dt><dd class="cmt"><p>na</p></dd><dt class="param">no_mount_points</dt><dd class="cmt"><p>do not display entry points for the seats</p></dd><dt class="param">driveState</dt><dd class="cmt"><p>a representation for the current mobility state;
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various vehicles also use this field to indicate "deployment," e.g., the advanced mobile spawn</p></dd><dt class="param">unk5</dt><dd class="cmt"><p>na</p></dd><dt class="param">unk6</dt><dd class="cmt"><p>na</p></dd><dt class="param">cloak</dt><dd class="cmt"><p>if a vehicle (that can cloak) is cloaked</p></dd><dt class="param">vehicle_format_data</dt><dd class="cmt"><p>extra information necessary to implement special-type vehicles;
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see <code>vehicle_type</code></p></dd><dt class="param">inventory</dt><dd class="cmt"><p>the seats, mounted weapons, and utilities (such as terminals) that are currently included;
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will also include trunk contents;
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the driver is the only valid seat entry (more will cause the access permissions to act up)</p></dd><dt class="param">vehicle_type</dt><dd class="cmt"><p>a modifier for parsing the vehicle data format differently;
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the driver is the only valid mount entry (more will cause the access permissions to act up)</p></dd><dt class="param">vehicle_type</dt><dd class="cmt"><p>a modifier for parsing the vehicle data format differently;
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see <code>vehicle_format_data</code>;
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defaults to <code>Normal</code></p></dd></dl></div></li><li class="indented0 " name="net.psforever.packet.game.objectcreate.WeaponData" group="Ungrouped" fullComment="yes" data-isabs="false" visbl="pub"><a id="WeaponDataextendsConstructorDatawithProductwithSerializable"></a><a id="WeaponData:WeaponData"></a> <span class="permalink"><a href="../../../../../net/psforever/packet/game/objectcreate/WeaponData.html" title="Permalink"><i class="material-icons"></i></a></span> <span class="modifier_kind"><span class="modifier">final </span> <span class="kind">case class</span></span> <span class="symbol"><a href="WeaponData.html" title="A representation of a class of weapons that can be created using ObjectCreateMessage packet data."><span class="name">WeaponData</span></a><span class="params">(<span name="data">data: <a href="CommonFieldData.html" name="net.psforever.packet.game.objectcreate.CommonFieldData" id="net.psforever.packet.game.objectcreate.CommonFieldData" class="extype">CommonFieldData</a></span>, <span name="fire_mode">fire_mode: <span name="scala.Int" class="extype">Int</span></span>, <span name="ammo">ammo: <span name="scala.List" class="extype">List</span>[<a href="InternalSlot.html" name="net.psforever.packet.game.objectcreate.InternalSlot" id="net.psforever.packet.game.objectcreate.InternalSlot" class="extype">InternalSlot</a>]</span>, <span name="unk">unk: <span name="scala.Boolean" class="extype">Boolean</span> = <span class="symbol">false</span></span>)</span><span class="result"> extends <a href="ConstructorData.html" name="net.psforever.packet.game.objectcreate.ConstructorData" id="net.psforever.packet.game.objectcreate.ConstructorData" class="extype">ConstructorData</a> with <span name="scala.Product" class="extype">Product</span> with <span name="scala.Serializable" class="extype">Serializable</span></span></span><p class="shortcomment cmt">A representation of a class of weapons that can be created using <code>ObjectCreateMessage</code> packet data.</p><div class="fullcomment"><div class="comment cmt"><p>A representation of a class of weapons that can be created using <code>ObjectCreateMessage</code> packet data.
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This data will help construct a "loaded weapon" such as a Suppressor or a Gauss.
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