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Brought Actor Position Update packets up to RoF2 standard in preparation for boat control modifications. Tested on all 6 supported clients - please report any anomalies
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@@ -1197,20 +1197,20 @@ struct BecomeCorpse_Struct {
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*/
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struct PlayerPositionUpdateServer_Struct
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{
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/*0000*/ uint16 spawn_id;
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/*0002*/ int32 delta_heading:10, // change in heading
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x_pos:19, // x coord
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padding0002:3; // ***Placeholder
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/*0006*/ int32 y_pos:19, // y coord
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animation:10, // animation
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padding0006:3; // ***Placeholder
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/*0010*/ int32 z_pos:19, // z coord
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delta_y:13; // change in y
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/*0014*/ int32 delta_x:13, // change in x
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heading:12, // heading
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padding0014:7; // ***Placeholder
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/*0018*/ int32 delta_z:13, // change in z
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padding0018:19; // ***Placeholder
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/*0000*/ uint16 spawn_id;
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/*0002*/ int32 delta_heading : 10, // change in heading
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x_pos : 19, // x coord
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padding0002 : 3; // ***Placeholder
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/*0006*/ int32 y_pos : 19, // y coord
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animation : 10, // animation
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padding0006 : 3; // ***Placeholder
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/*0010*/ int32 z_pos : 19, // z coord
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delta_y : 13; // change in y
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/*0014*/ int32 delta_x : 13, // change in x
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heading : 12, // heading
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padding0014 : 7; // ***Placeholder
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/*0018*/ int32 delta_z : 13, // change in z
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padding0018 : 19; // ***Placeholder
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/*0022*/
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};
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@@ -1222,20 +1222,20 @@ struct PlayerPositionUpdateServer_Struct
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*/
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struct PlayerPositionUpdateClient_Struct
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{
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/*0000*/ uint16 spawn_id;
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/*0022*/ uint16 sequence; //increments one each packet
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/*0004*/ float y_pos; // y coord
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/*0008*/ float delta_z; // Change in z
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/*0016*/ float delta_x; // Change in x
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/*0012*/ float delta_y; // Change in y
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/*0020*/ int32 animation:10, // animation
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delta_heading:10, // change in heading
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padding0020:12; // ***Placeholder (mostly 1)
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/*0024*/ float x_pos; // x coord
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/*0028*/ float z_pos; // z coord
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/*0034*/ uint16 heading:12, // Directional heading
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padding0004:4; // ***Placeholder
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/*0032*/ uint8 unknown0006[2]; // ***Placeholder
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/*0000*/ uint16 spawn_id;
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/*0022*/ uint16 sequence; // increments one each packet
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/*0004*/ float y_pos; // y coord
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/*0008*/ float delta_z; // Change in z
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/*0016*/ float delta_x; // Change in x
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/*0012*/ float delta_y; // Change in y
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/*0020*/ int32 animation : 10, // animation
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delta_heading : 10, // change in heading
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padding0020 : 12; // ***Placeholder (mostly 1)
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/*0024*/ float x_pos; // x coord
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/*0028*/ float z_pos; // z coord
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/*0034*/ uint16 heading : 12, // Directional heading
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padding0004 : 4; // ***Placeholder
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/*0032*/ uint8 unknown0006[2]; // ***Placeholder
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/*0036*/
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};
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