- summary: How to draw an entity: its skeleton, layered art, colour overrides, scale and attached sub-entities.
- area: Game.Common
- confidence: 0.91
How to draw an entity: its skeleton, layered art, colour overrides, scale and attached sub-entities.
- Kind struct
- Area Game.Common
- Named by beta
The appearance record, shared by Character, ActorPositionInformation and
every other message that shows an entity.
MOST SCRIPTS DO NOT NEED TO DECODE THIS. It is rendering data. What it IS good
for is telling entities apart cheaply - bones_id distinguishes a monster
species from a player without resolving anything.
indexed_colors IS PACKED, NOT A PLAIN COLOUR LIST. Each entry is
(index << 24) | rgb: the high byte selects which colour slot is being
overridden and the low three bytes are the colour. Reading it as a flat RGB list
produces nonsense. The client carries these as unsigned values even though the
wire type is signed, so a large positive index arrives as a negative int32 -
mask, do not compare.
scales is a percentage pair; a single entry means uniform scaling.
sub_entities MAKES THE STRUCTURE RECURSIVE. A mount carries its rider as a
sub-entity, whose look can itself carry a pet. Bound your traversal - do not
assume one level.
EVERY FIELD NUMBER MOVED between the reference build and this one. Read by name.
Not sent on its own — it hangs off a character, an actor or a sub-entity and is never sent alone. proven
Used by
Fields
| # | Field | Type | Meaning | You set it |
|---|---|---|---|---|
| 1 | indexed_colors | repeated int32 | Colour overrides, each packed as (slot index << 24) | rgb. NOT a plain colour list - the high byte is the slot being overridden. Unsigned in the client, signed on the wire: mask rather than compare. | never |
| 2 | sub_entities | repeated SubEntityInformation | Attached looks - a mount and its rider, a pet, a carried entity - each with its binding point. Element type SubEntityInformation, which nests another EntityLook. The structure is recursive. | never |
| 3 | skins | repeated int32 | The art assets layered to draw the entity. (skin ids) The client holds these as 16-bit values. | never |
| 5 | bones_id | int32 | Which skeleton animates this entity. (bones id) The cheapest way to tell one kind of entity from another. | never |
| 6 | scales | repeated int32 | Entity scale as a percentage pair; a single entry means uniform. (percent) | never |
Recovered with score 305, confidence 0.91, margin 305 over the runner-up. A margin close to the score means nothing else came near; a thin margin means a decoy nearly won. Members recovered: 5 of 6.
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