Packet 16 wire layout
The first byte is the application packet ID. The rows after it appear in decode order. Sizes exclude ENet headers, the outer wrapper prefix, LZF chunk framing, and compression effects.
| # | Field | Encoding | Bytes | Purpose |
|---|---|---|---|---|
| 0 | packet_id | u8 | 1 | Always 16 (0x10). |
| 1 | entity_id | i16 LE | 2 | Scene-local entity identifier. |
| 2 | action | u8 | 1 | 0 state, 1 position, 2 velocity, 3 player, 4 forward vector, 5 target, 6 fuse, 7 ammo. |
| 3 | state | u8 | 1 | Entity or gameplay state value.When: action = 0 |
| 4 | position | 3 × fixed16 LE | 6 | X, Y, and Z components at 1/64-unit precision.When: action = 1 |
| 5 | velocity | 3 × fixed16 LE | 6 | X, Y, and Z components at 1/64-unit precision.When: action = 2 |
| 6 | player_id | u8 | 1 | Compact player-slot identifier.When: action = 3 |
| 7 | forward | 3 × fixed16 LE | 6 | X, Y, and Z components at 1/64-unit precision.When: action = 4 |
| 8 | target_id | i8 | 1 | Signed player target; -1 means no target.When: action = 5 |
| 9 | fuse | sign-magnitude fixed16 LE (1/64) | 2 | fuse value.When: action = 6 |
| 10 | ammo | sign-magnitude fixed16 LE (1/64) | 2 | ammo value.When: action = 7 |
Protocol convention
How to read this layout
LEmeans least-significant byte first.fixed16is two-byte sign-magnitude at 1/64 precision.orientation16uses the measured 1/8192 orientation mapping.- NUL strings consume their encoded byte length plus one
00terminator. - Counted arrays repeat immediately in the order shown.