protected override void OnWrite() { ModuleNetworkData.WriteWeaponReferenceToPacket(this.Weapon); GameNetworkMessage.WriteMissionObjectReferenceToPacket(this.MissionObject); GameNetworkMessage.WriteVec3ToPacket(this.AttachLocalFrame.origin, CompressionBasic.LocalPositionCompressionInfo); GameNetworkMessage.WriteRotationMatrixToPacket(this.AttachLocalFrame.rotation); }
protected override void OnWrite() { ModuleNetworkData.WriteWeaponReferenceToPacket(this.Weapon); GameNetworkMessage.WriteAgentReferenceToPacket(this.Agent); GameNetworkMessage.WriteIntToPacket((int)this.SlotIndex, CompressionMission.ItemSlotCompressionInfo); GameNetworkMessage.WriteVec3ToPacket(this.AttachLocalFrame.origin, CompressionBasic.LocalPositionCompressionInfo); GameNetworkMessage.WriteRotationMatrixToPacket(this.AttachLocalFrame.rotation); }
protected override void OnWrite() { GameNetworkMessage.WriteIntToPacket(this.MissileIndex, CompressionMission.MissileCompressionInfo); GameNetworkMessage.WriteAgentReferenceToPacket(this.Agent); GameNetworkMessage.WriteIntToPacket((int)this.WeaponIndex, CompressionMission.WieldSlotCompressionInfo); if (this.WeaponIndex == EquipmentIndex.None) { ModuleNetworkData.WriteMissileWeaponReferenceToPacket(this.Weapon); } GameNetworkMessage.WriteVec3ToPacket(this.Position, CompressionBasic.PositionCompressionInfo); GameNetworkMessage.WriteVec3ToPacket(this.Direction, CompressionBasic.UnitVectorCompressionInfo); GameNetworkMessage.WriteFloatToPacket(this.Speed, CompressionMission.MissileSpeedCompressionInfo); GameNetworkMessage.WriteBoolToPacket(this.HasRigidBody); if (this.HasRigidBody) { GameNetworkMessage.WriteRotationMatrixToPacket(this.Orientation); GameNetworkMessage.WriteMissionObjectReferenceToPacket(this.MissionObjectToIgnore); } else { GameNetworkMessage.WriteVec3ToPacket(this.Orientation.f, CompressionBasic.UnitVectorCompressionInfo); } GameNetworkMessage.WriteBoolToPacket(this.IsPrimaryWeaponShot); }