@dcl/protocol 1.0.0-21443507543.commit-7427639 → 1.0.0-21456739795.commit-eae3f8b
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/out-js/decentraland/kernel/comms/rfc4/comms.gen.d.ts +0 -50
- package/out-js/decentraland/kernel/comms/rfc4/comms.gen.js +12 -353
- package/out-js/decentraland/kernel/comms/rfc4/comms.gen.js.map +1 -1
- package/out-js/decentraland/sdk/components/common/input_action.gen.d.ts +0 -1
- package/out-js/decentraland/sdk/components/common/input_action.gen.js +0 -6
- package/out-js/decentraland/sdk/components/common/input_action.gen.js.map +1 -1
- package/out-js/decentraland/sdk/components/pointer_events.gen.d.ts +23 -0
- package/out-js/decentraland/sdk/components/pointer_events.gen.js.map +1 -1
- package/out-ts/decentraland/kernel/comms/rfc4/comms.gen.ts +3 -420
- package/out-ts/decentraland/sdk/components/common/input_action.gen.ts +0 -6
- package/out-ts/decentraland/sdk/components/pointer_events.gen.ts +23 -0
- package/package.json +3 -3
- package/proto/decentraland/kernel/comms/rfc4/comms.proto +2 -33
- package/proto/decentraland/sdk/components/common/input_action.proto +0 -1
- package/proto/decentraland/sdk/components/light_source.proto +1 -1
- package/proto/decentraland/sdk/components/pointer_events.proto +23 -0
- package/proto/decentraland/sdk/components/virtual_camera.proto +0 -2
- package/proto/decentraland/sdk/components/audio_analysis.proto +0 -44
- package/proto/decentraland/sdk/components/avatar_locomotion_settings.proto +0 -18
package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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{
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"name": "@dcl/protocol",
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"version": "1.0.0-
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"version": "1.0.0-21456739795.commit-eae3f8b",
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"description": "",
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"repository": "decentraland/protocol.git",
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"homepage": "https://github.com/decentraland/protocol#readme",
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@@ -13,7 +13,7 @@
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"test": "./scripts/check-proto-compabitility.sh"
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},
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"devDependencies": {
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"@protobuf-ts/protoc": "^2.
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"@protobuf-ts/protoc": "^2.8.1",
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"proto-compatibility-tool": "^1.1.2-20220925163655.commit-25bd040",
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"typescript": "^5.0.4"
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},
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@@ -30,5 +30,5 @@
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"out-js",
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"public"
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],
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"commit": "
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"commit": "eae3f8bdca1cca51c2af5ff5a66c72e2e2a0cfbb"
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}
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@@ -18,7 +18,6 @@ message Packet {
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PlayerEmote player_emote = 9;
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SceneEmote scene_emote = 10;
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MovementCompressed movement_compressed = 12;
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LookAtPosition look_at_position = 13;
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}
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uint32 protocol_version = 11;
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}
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@@ -56,46 +55,20 @@ message Movement {
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bool is_long_jump = 12;
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bool is_long_fall = 13;
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bool is_falling = 14;
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bool is_stunned = 15;
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float rotation_y = 16;
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// interpolation
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bool is_instant = 17;
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bool is_emoting = 18;
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// head-sync (enabled flags + world-space yaw and pitch angles, in degrees)
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bool head_ik_yaw_enabled = 19;
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bool head_ik_pitch_enabled = 20;
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float head_yaw = 21;
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float head_pitch = 22;
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}
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message MovementCompressed {
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int32 temporal_data = 1; // bit-compressed: timestamp + animations
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int64 movement_data = 2; // bit-compressed: position + velocity
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int32 head_sync_data = 3; // bit-compressed: enabled flags + yaw + pitch
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}
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message PlayerEmote {
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uint32 incremental_id = 1;
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string urn = 2;
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float timestamp = 3;
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optional bool is_stopping = 4; // true means the emote has been stopped in the sender's client
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optional bool is_repeating = 5; // true when it is not the first time the looping animation plays
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optional int32 interaction_id = 6; // identifies an interaction univocaly, established when the start animation is triggered
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optional int32 social_emote_outcome = 7; // -1 means it does not use an outcome animation
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optional bool is_reacting = 8; // to a social emote started by other user
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optional string social_emote_initiator = 9; // wallet address of the user that initiated social emote
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optional string target_avatar = 10; // wallet address of the user whose avatar is the target of a directed emote
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}
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// Message sent to force an avatar to look at a position
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message LookAtPosition
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{
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float timestamp = 1;
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// world position
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float position_x = 2;
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float position_y = 3;
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float position_z = 4;
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string target_avatar_wallet_address = 5;
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}
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message SceneEmote {
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@@ -128,10 +101,6 @@ message ProfileResponse {
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message Chat {
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string message = 1;
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double timestamp = 2;
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// Extension: optional forwarded_from to identify the original sender when
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// messages are forwarded through an SFU
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optional string forwarded_from = 3;
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}
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message Scene {
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@@ -25,4 +25,4 @@ message PBLightSource {
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optional float inner_angle = 9; // default = 21.8. Inner angle can't be higher than outer angle, otherwise will default to same value. Min value is 0. Max value is 179.
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optional float outer_angle = 10; // default = 30. Outer angle can't be lower than inner angle, otherwise will inner angle will be set to same value. Max value is 179.
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}
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}
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}
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@@ -20,6 +20,29 @@ option (common.ecs_component_id) = 1062;
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//
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// It also supports simple visual feedback when interactions occur, by showing floating text.
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// More sophisticated feedback requires the use of other components.
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//
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// Distance rules
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// --------------
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// PointerEvents can enforce interaction range using two independent distance checks:
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//
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// - Camera distance (`max_distance`): distance from the active camera to the target entity.
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// - Player distance (`max_player_distance`): distance from the avatar/player position to the target entity.
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//
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// How the interaction checks are combined:
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//
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// 1) Only `max_distance` is present
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// - The interaction is allowed only if the camera distance is <= `max_distance`.
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//
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// 2) Only `max_player_distance` is present
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// - The interaction is allowed only if the player distance is <= `max_player_distance`.
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//
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// 3) Both `max_distance` and `max_player_distance` are present
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// - The interaction is allowed if ANY of the checks passes (OR logic):
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// (camera distance <= `max_distance`) OR (player distance <= `max_player_distance`).
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//
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// 4) Neither `max_distance` nor `max_player_distance` is present
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// - The system behaves as if `max_distance` were set to its default value (10),
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// i.e., it uses the camera distance check with a threshold of 10.
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message PBPointerEvents {
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message Info {
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optional common.InputAction button = 1; // key/button in use (default IA_ANY)
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// an 'instant' transition (like using speed/time = 0)
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// * The lookAtEntity defines to which entity the Camera has to look at constantly (independent from
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// the holding entity transform).
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// * The fov defines the Field of View of the virtual camera
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message PBVirtualCamera {
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optional common.CameraTransition default_transition = 1;
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optional uint32 look_at_entity = 2;
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optional float fov = 3; // default: 60
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}
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syntax = "proto3";
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package decentraland.sdk.components;
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import "decentraland/sdk/components/common/id.proto";
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option (common.ecs_component_id) = 1212;
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enum PBAudioAnalysisMode {
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MODE_RAW = 0;
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MODE_LOGARITHMIC = 1;
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}
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message PBAudioAnalysis {
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// Parameters section
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PBAudioAnalysisMode mode = 1;
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// Used only when mode == MODE_LOGARITHMIC
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optional float amplitude_gain = 100;
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optional float bands_gain = 101;
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// End when mode == MODE_LOGARITHMIC
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// End Parameters section
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// Result section
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float amplitude = 200;
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// Protobuf doesn't support fixed arrays -> 8 band fields
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float band_0 = 201;
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float band_1 = 202;
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float band_2 = 203;
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float band_3 = 204;
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float band_4 = 205;
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float band_5 = 206;
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float band_6 = 207;
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float band_7 = 208;
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// End Result section
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// Future fields
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// float spectral_centroid = 13;
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// float spectral_flux = 14;
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// bool onset = 15;
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// float bpm = 16;
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}
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syntax = "proto3";
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package decentraland.sdk.components;
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import "decentraland/sdk/components/common/id.proto";
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option (common.ecs_component_id) = 1211;
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// The PBAvatarLocomotionSettings component allows scenes to modify locomotion settings defining things such
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// as the avatar movement speed, jump height etc.
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message PBAvatarLocomotionSettings {
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optional float walk_speed = 1; // Maximum speed when walking (in meters per second)
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optional float jog_speed = 2; // Maximum speed when jogging (in meters per second)
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optional float run_speed = 3; // Maximum speed when running (in meters per second)
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optional float jump_height = 4; // Height of a regular jump (in meters)
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optional float run_jump_height = 5; // Height of a jump while running (in meters)
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optional float hard_landing_cooldown = 6; // Cooldown time after a hard landing before the avatar can move again (in seconds)
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}
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