Deploying to gh-pages from @ psforever/PSF-LoginServer@71ab35ecab 🚀

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Fate-JH 2021-03-23 13:48:01 +00:00
parent 89fea9da10
commit b84e43f180
967 changed files with 1942 additions and 1070 deletions

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@ -159,7 +159,7 @@ It is placed under control via another packet that sends it hurtling to the grou
Upon hitting the ground, it opens up, releasing the player, and despawns.<br>
<br>
Although the droppod is not technically a vehicle, it is treated as such by the game.
A spawned and unoccupied droppod can be entered and exited, as expected (the seat is 0).
A spawned and unoccupied droppod can be entered and exited, as expected (the mount is 0).
There is no entry animation.
The exit animation is the droppod flowering open as usual.
Even in its spread open state, the droppod can be re-entered, though it will remain spread open.
@ -307,11 +307,11 @@ This category includes all flying vehicles and the ancient cavern vehicles.</p><
health should be less than 3/255, or 0%<br>
-jammered - vehicles will not be jammered by setting this field<br>
-player_guid the vehicle's (official) owner;
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;
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;
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;
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;
will also include trunk contents;
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;
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;
see <code>vehicle_format_data</code>;
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.
This data will help construct a "loaded weapon" such as a Suppressor or a Gauss.