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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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FightFighterRefreshEvent

  • 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_ready inferred

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

#FieldTypeMeaningYou set it
1informationActorPositionInformationThe 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

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