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Asterobot

Une application plein écran sur votre écran d'accueil avec notifications push, badges et plus encore.

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EntityLook

(0 notes)
  • 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

#FieldTypeMeaningYou set it
1indexed_colorsrepeated int32Colour 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
2sub_entitiesrepeated SubEntityInformationAttached 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
3skinsrepeated int32The art assets layered to draw the entity. (skin ids)
The client holds these as 16-bit values.
never
5bones_idint32Which skeleton animates this entity. (bones id)
The cheapest way to tell one kind of entity from another.
never
6scalesrepeated int32Entity 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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