The client does not read it.
WasdMoveOrderData
Inheritance 2 ancestors · 58 siblings
- IGameModeConfigBase
- IGameModeConfig
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- AdditionalMapContainersConfig
- AugmentDataListConfig
- ChampionAugmentTagList
- ChampionSpecConfig
- CharacterQuestListConfig
- CherryCameoList
- CherryConfigs
- ControlSchemeSwapConfig
- GuestOfHonorListData
- ItemRecommendationConfig
- LastHitAssistConfig
- LoLModesRoundsListData
- LolModesReplayConfig
- LolModesTeamConfig
- LuaDeprecationConfig
- MonarchInteractConfig (removed in patch 16.5)
- MonarchInventoryConfig (removed in patch 16.5)
- MonarchRecipeConfig (removed in patch 16.5)
- MonarchRegionConfig (removed in patch 16.5)
- MonarchTeamConfig (removed in patch 16.5)
- MusicProfile
- NavGridRegionRenderData
- OverrideKeyBindingsConfig1
- ReciprocityConfig
- RoleBoundQuestConfig
- SmartPingData
- SpellPickChoiceConfig
- TooltipConfig
- VisionConfig
- WasdMoveOrderDatacurrent
- IGameModeConfig
Class Documentation
Edit documentationThe tuning of keyboard movement: the control scheme in which the player steers the champion with direction keys instead of move clicks.
Its presence makes the scheme available. In a mode that ships no object:
- the local champion gets no keyboard movement component,
- the client reports the scheme as unavailable and hides its HUD toggle,
- a request to switch the movement mode to keyboard is refused.
How the client moves the champion. While the scheme is active, the client turns the held direction into move orders:
- An input with a magnitude below
DeadzoneMagnitudecounts as no input. - The direction is rotated by
MovementRotationwhile the player'sWASDMovementRotationsetting is on. - The destination is the champion's position plus the direction times a distance. The
distance is the champion's move speed times
0x69d07458, and at leastMinMoveDistance. - The client sends the order, but not more often than
MinTimeBetweenMoveOrdersallows. It sends an order for an unchanged direction again after0x83f73f14seconds.
Three optional behaviors adjust the destination: wall sliding (0x8fcc8a74 and the
WallSlide* properties), the head-on stop (0x4fb25d9f), and unit avoidance
(EnableUnitBlockAvoidance).
The object also configures the attack line: a line from the champion to an attack
target that is still out of attack range (the AutoAttackLine* properties).
Properties
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F32 = 1 No documentation available yet. Click "Add documentation" to contribute!
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Bool = false When true, the client resends a move order even if its destination has not changed.
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Hash = "0x0" No documentation available yet. Click "Add documentation" to contribute!
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F32 = 0 No documentation available yet. Click "Add documentation" to contribute!
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Bool = true No documentation available yet. Click "Add documentation" to contribute!
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Option<F32> = null Type history (2 revisions)
- 15.14 - 15.19
F32 - 15.20 - 16.20
Option<F32>
No documentation available yet. Click "Add documentation" to contribute!
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Bool = false No documentation available yet. Click "Add documentation" to contribute!
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Bool = true No documentation available yet. Click "Add documentation" to contribute!
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List2<U8> = [] No documentation available yet. Click "Add documentation" to contribute!
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F32 = 0.10000000149011612 No documentation available yet. Click "Add documentation" to contribute!
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Bool = false Turns the head-on stop on. StopMovementAngleDeg sets when it applies.
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Bool = false When true, the resend timer restarts when a state flag of the champion changes. Which state is not identified.
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Option<F32> = null No documentation available yet. Click "Add documentation" to contribute!
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Bool = true No documentation available yet. Click "Add documentation" to contribute!
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Hash = "0x0" No documentation available yet. Click "Add documentation" to contribute!
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F32 = 0.5 The look-ahead time, in seconds. The move destination lies this many seconds of travel ahead of the champion, at its current move speed.
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F32 = 800 The same limit as WallSlideSearchMaxDist, used in a second champion state. Which state is not identified.
A set of key binding overrides for the scheme. The client applies it when the player switches to keyboard movement, and restores the regular bindings when the player switches back. OverrideKeyBindingsConfig describes the format.
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F32 = 0 No documentation available yet. Click "Add documentation" to contribute!
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F32 = 0.25 The time, in seconds, after which the client sends the order again while the direction stays the same.
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F32 = 0 No documentation available yet. Click "Add documentation" to contribute!
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Bool = false Turns wall sliding on. When the direction runs into a wall, the champion moves along the wall instead of stopping at it.
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F32 = 0.5 No documentation available yet. Click "Add documentation" to contribute!
The client does not read it.
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Hash = "0x0" No documentation available yet. Click "Add documentation" to contribute!
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Hash = "0x0" No documentation available yet. Click "Add documentation" to contribute!
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Option<F32> = null No documentation available yet. Click "Add documentation" to contribute!
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F32 = 1 A factor on the champion's own radius. The product is the radius of the search for blocking units.
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F32 = 90 An angle, in degrees, that applies to dashes and to Flash. Within it, the client places the cast target relative to the movement direction. The exact rule is not identified.
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F32 = 0.25 No documentation available yet. Click "Add documentation" to contribute!
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Bool = false No documentation available yet. Click "Add documentation" to contribute!
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F32 = 1 No documentation available yet. Click "Add documentation" to contribute!
AlwaysStopOrder
Bool = true When true, the client sends a stop order whenever the input falls below DeadzoneMagnitude.
AutoAttackLineDisplayEasing
U8 = 0 The index of the easing curve the attack line fades with. The client has 34 curves.
AutoAttackLineDurationSecs
F32 = 2 How long the attack line stays visible, in seconds.
AutoAttackLineMaxRange
F32 = 3000 The attack line is hidden when the target is farther away than this, in world units.
AutoAttackMode
U32 = 0 Whether the movement code issues attack orders by itself. Any value other than 0
makes it issue the attack order. The values 1 and 2 also make it resend a move
order when the destination has not changed.
AutoAttackSpellScript
Hash = "0x0" Type history (2 revisions)
- 15.7 - 15.8
Link<LolSpellScript> - since 15.9
Hash
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DeadzoneMagnitude
F32 = 0.10000000149011612 Direction input with a magnitude below this counts as no input.
EnableUnitBlockAvoidance
Bool = false When true, the client steers the destination around units that block the path.
MinMoveDistance
F32 = 0 The least distance, in world units, between the champion and the move destination.
MinTimeBetweenMoveOrders
F32 = 0.03333333507180214 The least time, in seconds, between two move orders.
MovementRotation
F32 = 0 An angle, in degrees, the client rotates the direction input by. It applies only while
the player's WASDMovementRotation setting is on.
StopMovementAngleDeg
F32 = 45 An angle, in degrees. When the direction is within this angle of the wall's normal,
the champion stops at the wall instead of sliding along it. Needs 0x4fb25d9f.
UnitBlockSearchRange
F32 = 1000 The range, in world units, of the search for blocking units. The client searches within half of this distance.
WallSlideDirectionThresholdDeg
F32 = 70 An angle, in degrees. When the direction is within this angle of the champion's facing, the side the champion slides to follows the facing.
WallSlideSearchEnabled
Bool = false When true, wall sliding traces the wall's outline on the navigation grid to find
where to slide to. The three WallSlideSearch* distances limit the trace.
WallSlideSearchMaxBackDist
F32 = 150 The search stops when the outline turns back against the direction by more than this distance, in world units.
WallSlideSearchMaxDist
F32 = 400 The longest outline the wall slide search traces, in world units.
WallSlideSearchMinForwardDist
F32 = 50 The least progress along the direction, in world units, that each traced point must make.