- summary: A fighter already shown in the current fight changed cell, direction or look.
- area: Game.Fight
A fighter already shown in the current fight changed cell, direction or look.
Kind event · Area Game.Fight
Updates one fighter you ALREADY show in the current fight. The record is an
ActorPositionInformation: the fighter's id, its cell and direction
(EntityDisposition), and its actor information with the new
ActorInformation.look.
WHAT TO DO WHEN YOU RECEIVE IT
1. Find the fighter by ActorPositionInformation.actor_id. It must already be
known (from FightFighterShowEvent or FightSynchronizeEvent): the client
does not create a fighter from this message, and its handler fails on an unknown id.
2. Set the fighter's cell to EntityDisposition.cell_id and its direction to
EntityDisposition.direction.
3. Replace the look you keep for that fighter with the record's
ActorInformation.look.
4. If a fight action sequence is running (between SequenceStartEvent and its
end), the client also queues the redraw as a step of that sequence, so it is
shown after the actions received before it. Apply your own state change at once;
only the animation waits.
5. Send nothing back. No handler of this message builds a request.
NOT A SPAWN. FightFighterShowEvent carries the same record plus static_pose and
adds a fighter; this message carries no flag and only refreshes one.
When you may send it
- Requires
context_readyinferred
Related messages
- Unsolicited - nothing you send causes this inferred — the server sends it when a fighter's position or look changes during the fight; no request asks for it
Fields
| # | Field | Type | Meaning | You set it |
|---|---|---|---|---|
| 1 | information | ActorPositionInformation | The fighter's id, its new cell and direction, and its new look. An ActorPositionInformation. The client reads its actor_id, the disposition's cell and direction, and the look of its actor information. | never |