- summary: The complete list of emotes you know. A replacement, not an addition.
- area: Game.Emote
- confidence: 0.93
The complete list of emotes you know. A replacement, not an addition.
- Kind event
- Area Game.Emote
- Named by beta, gamemapping
THE WHOLE LIST, EVERY TIME. This is not "you learned an emote" - it is the complete set of emotes you know, sent as a replacement. Overwrite your state with it rather than merging into it.
WHEN IT ARRIVES
Once, unprompted, when your character loads. There is no request for it. Its siblings handle the deltas afterwards: one message adds a single emote and another removes one, so after this arrives you maintain the set yourself.
WHAT THE IDS ARE
EMOTE IDS FROM THE GAME DATA, not indexes into this list. The client looks each one up by id in its emoticon data and drops any it cannot resolve, so an id you do not recognise is a data-version mismatch, not a protocol error - and the order they arrive in is not a display order.
An id in this list is what you may send to play that emote. One that is not in it will be refused.
READ IT AS A SET. Nothing in the protocol promises the order is stable or meaningful, and the client does not rely on it either.
When you may send it
- Requires
context_readyobserved
Related messages
- Unsolicited - nothing you send causes this the server sends it when the character loads; nothing requests it
Fields
| # | Field | Type | Meaning | You set it |
|---|---|---|---|---|
| 3 | emotes_id | repeated int32 | Every emote you know, by id. | never |
Recovered with score 195, confidence 0.93, margin 195 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: 1 of 3.
Aucun avis à afficher.