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Update MediaWiki page '317 Protocol'
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@ -40,18 +40,14 @@ The player updating process consists of 4 parts:
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The client begins by reading 1 bit. This bit tells the client whether or not it is currently updating
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The client begins by reading 1 bit. This bit tells the client whether or not it is currently updating
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'our player', or the player the client is controlling. If it's not updating our player, it exits and goes onto step b.
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'our player', or the player the client is controlling. If it's not updating our player, it exits and goes onto step b.
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If it is, it then reads 2 bits. The value is called the movement update type. There are 4 recognized movement update types:
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If it is, it then reads 2 bits. The value is called the movement update type. There are 4 recognized movement update types:
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* 0
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* 1
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* 2
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* 3
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Type 0 basically tells the client there is nothing to update for our player, just add its index to the local updating list.
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* Type 0 basically tells the client there is nothing to update for our player, just add its index to the local updating list.
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Type 1 tells the client you moved in one direction. The client reads 3 bits, which represents the direction you moved in, and then 1 bit, which states whether further update is required. If so, it adds it to the updating list. This is used in walking.
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* Type 1 tells the client you moved in one direction. The client reads 3 bits, which represents the direction you moved in, and then 1 bit, which states whether further update is required. If so, it adds it to the updating list. This is used in walking.
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Type 2 functions in much of the same way as its previous, only this time it reads two 3 bit values. The first represents the player's last direction, and the second it's current direction. Trailing behind it is also the 1 bit 'update required' flag as type 1. This is used in running.
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* Type 2 functions in much of the same way as its previous, only this time it reads two 3 bit values. The first represents the player's last direction, and the second it's current direction. Trailing behind it is also the 1 bit 'update required' flag as type 1. This is used in running.
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Type 3 on the other hand is different. It reads in 2 bits which represents our player's plane, or its level of height, in the game world.
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* Type 3 on the other hand is different. It reads in 2 bits which represents our player's plane, or its level of height, in the game world.
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Only 0-3 inclusive are appropriate planes supported by the client. It then reads 1 bit, which describes whether or not to clear the awaiting-waypoint queue, basically to stop client from further queued stepping, such as used in teleporting.
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Only 0-3 inclusive are appropriate planes supported by the client. It then reads 1 bit, which describes whether or not to clear the awaiting-waypoint queue, basically to stop client from further queued stepping, such as used in teleporting.
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After this, it reads the 'update required' bit, and checks to see if further update is required. Directly after, it reads two 7 bit quantities, representing the new relative X and relative Y coordinates of our player to our current map region's origin. It then sets our players position to the plane, x, and y positions as told to.
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After this, it reads the 'update required' bit, and checks to see if further update is required. Directly after, it reads two 7 bit quantities, representing the new relative X and relative Y coordinates of our player to our current map region's origin. It then sets our players position to the plane, x, and y positions as told to.
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