Package-level declarations

Types

Link copied to clipboard

The appearance extended info block. This is an unusually-large extended info block that is also the only extended info block which gets cached client-side. The library utilizes that caching through a counter which increments with each modification done to the appearance. When an avatar goes from low resolution to high resolution, a comparison is done against the cache, if the counters match, no extended info block is written. If an avatar logs out, every observer will have their counter set back to -1.

Link copied to clipboard

The chat extended info block, responsible for any public messages.

Link copied to clipboard

The extended info block responsible for making an avatar turn towards a specific angle.

Link copied to clipboard

The movement speed extended info block. Unlike most extended info blocks, the value will last as long as the server tells it to. The client will also temporarily cache it for the duration that it sees an avatar in high resolution. Whenever an avatar moves, unless the move speed has been overwritten, this is the speed that it will use for the movement, barring any special mechanics. If an avatar goes from high resolution to low resolution, the client will not cache this, and a new status update must be written when the opposite transition occurs. This move speed status should typically be synchronized with the state of the "Run orb".

Link copied to clipboard
class ObjTypeCustomisation(var recolIndices: UByte, var recol1: UShort, var recol2: UShort, var retexIndices: UByte, var retex1: UShort, var retex2: UShort)

A class to track modifications done to a specific worn obj.

Link copied to clipboard

The tinting extended info block. This is a rather special case as tinting is one of the two observer-dependent extended info blocks, along with net.rsprot.protocol.common.game.outgoing.info.shared.extendedinfo.Hit. It is possible for the server to mark tinting for only a single avatar to see. In order to achieve this, we utilize observerDependent tinting, indexed by the observer's id.

Link copied to clipboard

The temporary move speed is used to set a move speed for a single cycle, commonly done when the player has run enabled through the orb, but decides to only walk a single tile instead. Rather than to switch the main mode over to walking, it utilizes the temporary move speed so the primary one will remain as running after this one cycle, as they are far more likely to utilize the move speed described by their run orb.