Difference between revisions of "Object Data"

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m (More updates - it being used to ignore velocity is not true anymore)
(Updated outdated info)
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This article documents the '''Data''' field in the [[Protocol#Spawn Entity|Spawn Entity]] packet. The field is of type Int, and the meaning of its contents depend on the [[Entity_metadata|type of entity]] being spawned, as defined in the Type field of the same packet, and is documented below.
 
This article documents the '''Data''' field in the [[Protocol#Spawn Entity|Spawn Entity]] packet. The field is of type Int, and the meaning of its contents depend on the [[Entity_metadata|type of entity]] being spawned, as defined in the Type field of the same packet, and is documented below.
  
== Item Frame ==
+
== [[Entity_metadata#Item_Frame|Item Frame]] ==
  
 
{| class="wikitable"
 
{| class="wikitable"
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  | East
 
  | East
 
  |}
 
  |}
You have to set both Orientation and Yaw/Pitch accordingly, otherwise it will not work.
+
 
 +
The Notchian client clamps invalid values into the valid range through the modulus operator. In the case of negative values, the absolute value is first taken, and then clamped.
 +
 
 +
Velocity in the packet is always ignored.
 +
 
 +
== [[Entity_metadata#Painting|Painting]] ==
 +
 
 +
{| class="wikitable"
 +
|-
 +
! Value
 +
! Orientation
 +
|-
 +
| 2
 +
| North
 +
|-
 +
| 3
 +
| South
 +
|-
 +
| 4
 +
| West
 +
|-
 +
| 5
 +
| East
 +
|}
 +
 
 +
The Notchian client clamps invalid values into the valid range through the modulus operator. In the case of negative values, the absolute value is first taken, and then clamped.
 +
 
 +
{{Warning|Although the values of 0 and 1 are invalid, the Notchian client uses the same clamping algorithm as [[#Item_Frame|Item Frame]], which can result in any value from 0 to 5. If this happens, the entity will fail to spawn.}}
  
 
Velocity in the packet is always ignored.
 
Velocity in the packet is always ignored.
  
== Falling Block ==
+
== [[Entity_metadata#Falling_Block|Falling Block]] ==
  
 
{| class="wikitable"
 
{| class="wikitable"
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Velocity in the packet is always ignored.
 
Velocity in the packet is always ignored.
  
== Fishing Float ==
+
== [[Entity_metadata#Fishing_Hook|Fishing Hook]] ==
  
 
{| class="wikitable"
 
{| class="wikitable"
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  | The entity ID of the owner
 
  | The entity ID of the owner
 
  |}
 
  |}
 +
 +
{{Warning|If the entity with the Owner ID doesn't exist in the client, the entity will fail to spawn.}}
  
 
Velocity in the packet is ignored, and instead should be inferred from the shooter's position.
 
Velocity in the packet is ignored, and instead should be inferred from the shooter's position.
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{{Need Info|What's the exact algorithm for determining this?}}
 
{{Need Info|What's the exact algorithm for determining this?}}
  
== Projectile ==
+
== [[Entity_metadata#Projectile|Projectile]] ==
  
 
{| class="wikitable"
 
{| class="wikitable"
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  | The entity ID of the owner
 
  | The entity ID of the owner
 
  |}
 
  |}
 +
 +
== [[Entity_metadata#Warden|Warden]] ==
 +
 +
If a value of 1 is specified, the Warden will begin in the [[Entity_metadata#Entity_Metadata_Format|emerging pose]] when spawned.
 +
 +
Any other value is silently ignored.
  
 
[[Category:Protocol Details]]
 
[[Category:Protocol Details]]
 
[[Category:Minecraft Modern]]
 
[[Category:Minecraft Modern]]

Revision as of 02:42, 27 March 2023

This article documents the Data field in the Spawn Entity packet. The field is of type Int, and the meaning of its contents depend on the type of entity being spawned, as defined in the Type field of the same packet, and is documented below.

Item Frame

Value Orientation
0 Down
1 Up
2 North
3 South
4 West
5 East

The Notchian client clamps invalid values into the valid range through the modulus operator. In the case of negative values, the absolute value is first taken, and then clamped.

Velocity in the packet is always ignored.

Painting

Value Orientation
2 North
3 South
4 West
5 East

The Notchian client clamps invalid values into the valid range through the modulus operator. In the case of negative values, the absolute value is first taken, and then clamped.

Warning.png Although the values of 0 and 1 are invalid, the Notchian client uses the same clamping algorithm as Item Frame, which can result in any value from 0 to 5. If this happens, the entity will fail to spawn.

Velocity in the packet is always ignored.

Falling Block

Field name Field type Notes
Block state ID Int ID of the block state that the falling block will represent.

Velocity in the packet is always ignored.

Fishing Hook

Field name Field type Notes
Owner Int The entity ID of the owner

Warning.png If the entity with the Owner ID doesn't exist in the client, the entity will fail to spawn.

Velocity in the packet is ignored, and instead should be inferred from the shooter's position.

Huh.png The following information needs to be added to this page:
What's the exact algorithm for determining this?

Projectile

Field name Field type Notes
Owner ID Int The entity ID of the owner

Warden

If a value of 1 is specified, the Warden will begin in the emerging pose when spawned.

Any other value is silently ignored.