Repository navigation
Messages Deployable
Lukas Dürrenberger edited this page Sep 5, 2026
·
2 revisions
Deployables have no commands. A deployable is server owned, so there is no controller for a client to send input on, only views that everyone observes.
Sent by the server on the Deployable ObserverView.
- Sent when the deployable is damaged.
- Contents: an optional damage struct behind a
HaveDamagebyte, aRepeatHitIdxbyte, damage response flags, aushortshort time and one more byte. -
RepeatHitIdxis what makes sustained fire cheap: instead of resending the full damage struct for every tick, the server can refer back to a hit it already sent. The damage struct and the flags are shared with the CharacterDealtHit/TookHitmessages, see Messages Character.
- Sent when the deployable fires an ability projectile, e.g. a turret style deployable shooting.
- Contents: a
ushortshort time, a half float vector, a quantised aim vector, aushortammo type (dbitems::Ammo), a float range, and a run of not yet identified fields, one of which is likely the hardpoint the shot came from, followed by an optionaluint64behind a flag byte.
- An
int32flag followed by a combat log message when the flag is1. - The same combat log payload the Character and Vehicle views use. It is what populates the combat log UI for anyone who can see the deployable.