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Asterobot

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ActorPositionInformation

  • summary: One visible actor: who it is, where it stands, and what it looks like.
  • area: Game.Common

One visible actor: who it is, where it stands, and what it looks like.

Kind struct · Area Game.Common

The element of GameRolePlayShowActorsEvent, and reused by the map-complementary snapshot and by fight synchronisation - so the same record describes an actor in roleplay and in combat.

actor_id IS THE HANDLE FOR EVERYTHING AFTERWARDS. Every later event that moves, turns, animates, addresses or removes this actor names it by this id. Index your world model by it.

disposition is where the actor stands and faces - see EntityDisposition. actor_information carries the appearance (EntityLook) plus a oneof selecting what KIND of actor it is: a named character, a monster group, an NPC, a prism, a portal, a tax collector, or a fighter. Branch on that oneof; it is what tells a monster apart from a player.

NOTHING ABOUT THE LAYOUT IS STABLE. Field numbers move in every direction across the dumped builds and the record is padded with live-looking decoys. Read by name.

Not sent on its own — it travels inside the actor-list events. proven

Used by

Fields

#FieldTypeMeaningYou set it
1actor_idint64Server-assigned id of this actor, unique within the current context. (actor id)
Every later event about this actor names it by this id.
never
2dispositionEntityDispositionWhere the actor stands and which way it faces.
See EntityDisposition.
never
3actor_informationActorInformationThe actor's appearance and what kind of actor it is.
Carries an EntityLook plus a oneof selecting a roleplay actor or a fighter - branch on it.
never

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