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PlayerInputTick

Object datagramWire order
0Input tickvaruint64 · variable (up to 10 bytes)

Fields

1 top-level fields
  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

Packet references

9 references
  1. CorrectPlayerMovePredictionPacket
    Tick › PlayerInputTick
  2. MobEffectPacket
    Tick › PlayerInputTick
  3. MovementEffectPacket
    Tick › PlayerInputTick
  4. MovePlayerPacket
    Tick › PlayerInputTick
  5. PlayerAuthInputPacket
    Client Tick › PlayerInputTick
  6. SetActorDataPacket
    Tick › PlayerInputTick
  7. SetActorMotionPacket
    Tick › PlayerInputTick
  8. UpdateAttributesPacket
    Tick › PlayerInputTick
  9. UpdatePlayerGameTypePacket
    Tick › PlayerInputTick

Changelog

Stable releases

Changes between stable protocol releases.

No stable release changes are recorded for this type.