pub struct CreateBasePlayer<E> {
pub entity_id: u32,
pub entity_type: u16,
pub unk: String,
pub entity_data: E,
pub entity_components_count: u8,
}Expand description
Sent from the base when a player should be created, the entity id is given with its type.
The remaining data will later be decoded properly depending on the
entity type, it’s used for initializing its properties (TODO).
For example the Login entity receive the account UID.
Fields§
§entity_id: u32The unique identifier of the entity being created.
entity_type: u16The entity type identifier being created.
unk: StringThis string’s usage is currently unknown.
entity_data: EThe actual data to be sent for creating the player’s entity.
entity_components_count: u8This integer describe the number of entity components composing the entity, this value must be strictly equal to the same value as the client.
TODO: This number is used to know how much entity components must be parsed after this number. Components can be seen as regular components. It’s not currently implemented.
Trait Implementations§
Source§impl<E: Clone> Clone for CreateBasePlayer<E>
impl<E: Clone> Clone for CreateBasePlayer<E>
Source§fn clone(&self) -> CreateBasePlayer<E>
fn clone(&self) -> CreateBasePlayer<E>
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read more