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Packet ID0080x08
Combat // wire record

ShootFeedbackPacket

Replays a remote firearm shot for observers, producing the native muzzle, gunshot, and character animation without duplicating the shooter's local prediction.

S→CSentLive-verified12 bytes
Exact field order

Packet 8 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.

Packet 8 ShootFeedbackPacket fields in byte order
#FieldEncodingBytesPurpose
0packet_idu81Always 8 (0x08).
1loop_counti32 LE4Simulation-loop stamp used for ordering, prediction, or reconciliation.
2shooter_idu81Player slot that initiated the action.
3tool_idu81Equipped tool identifier.
4shot_on_world_updatei32 LE4shot on world update value.
5seedu81Deterministic random seed used to reproduce client effects.
Protocol convention

How to read this layout

  • LE means least-significant byte first.
  • fixed16 is two-byte sign-magnitude at 1/64 precision.
  • orientation16 uses the measured 1/8192 orientation mapping.
  • NUL strings consume their encoded byte length plus one 00 terminator.
  • Counted arrays repeat immediately in the order shown.