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Packet 318

MovementEffectPacket

These packets are sent to the client to update specific MovementEffects

These MovementEffects can be client-predicted. Ex: Fireworks Rockets used while gliding send this packet to the client so they know the exact duration of the GLIDE_BOOST MovementEffect.

Packet datagramWire order
HeaderID 318varuint
0Target Runtime IDActorRuntimeID · variable
1Effect IDvarint32 · variable (up to 5 bytes)
2Effect Durationvarint32 · variable (up to 5 bytes)
3TickPlayerInputTick · variable

Serialized fields

4 top-level fields
  1. 0Target Runtime IDActorRuntimeID
    1. 0Actor Runtime IDCompressionvaruint64
  2. 1Effect IDCompressionEnum-as-ValueMovementEffectTypeas varint32
    1. 0GLIDE_BOOST
    2. 1DOLPHIN_BOOST
    3. 2GEYSER_BOOST
  3. 2Effect DurationCompressionvarint32
  4. 3TickIf this packet is referring to the player or a client predicted vehicle they are in control of, this should be the most recently processed PlayerInputTick from their PlayerAuthInputPacket. Otherwise zero.PlayerInputTick
    1. 0Input tickIn server authoritative movement mode the client supplies this in PlayerAuthInputPacket. For any client-bound packets containing a tick, the server should supply the tick value corresponding to the most recently processed PlayerAuthInputPacket. This allows the client to adjust any client predictions made while the packet was in flight. If the packet is being sent to the client but not relating to data of the player or a client-predicted vehicle, it can be zero. It is also acceptable to specify zero for players, although this may lead to minor visual flickers and less smooth application of CorrectPlayerMovePredictionPacket.Compressionvaruint64

Changelog

Stable releases

Changes between stable protocol releases.

No stable release changes are recorded for this packet.