| Actor Runtime ID (Required) |
ActorRuntimeID |
0 |
The runtime id of the actor being moved. |
ActorRuntimeID
| Field Name |
Type |
Field Index |
Description |
| Actor Runtime ID (Required) |
varuint64 |
0 |
|
|
| New Position X |
float |
1 |
New X coordinate of the actor; absent when X position has not changed. |
| New Position Y |
float |
2 |
New Y coordinate of the actor; absent when Y position has not changed. |
| New Position Z |
float |
3 |
New Z coordinate of the actor; absent when Z position has not changed. |
| Rotation X |
int8 |
4 |
New X rotation packed as int8; absent when X rotation has not changed. |
| Rotation Y |
int8 |
5 |
New Y rotation packed as int8; absent when Y rotation has not changed. |
| Rotation Y Head |
int8 |
6 |
New head Y rotation packed as int8; absent when head Y rotation has not changed or the actor is not a Mob. |
| Is On Ground (Required) |
boolean |
7 |
Whether the actor is on the ground after applying this update. |
| Force Move (Required) |
boolean |
8 |
Whether the receiver should snap the actor to the new position without interpolation. |
| Force Move Local Entity (Required) |
boolean |
9 |
Whether the receiver should snap a locally-owned entity to the new position. |
| Force Completion (Required) |
boolean |
10 |
Whether the receiver should complete any in-progress local movement before applying this update. |