protected override bool OnRead()
        {
            bool bufferReadValid = true;

            this.MissileIndex = GameNetworkMessage.ReadIntFromPacket(CompressionMission.MissileCompressionInfo, ref bufferReadValid);
            this.Agent        = GameNetworkMessage.ReadAgentReferenceFromPacket(ref bufferReadValid);
            this.WeaponIndex  = (EquipmentIndex)GameNetworkMessage.ReadIntFromPacket(CompressionMission.WieldSlotCompressionInfo, ref bufferReadValid);
            if (this.WeaponIndex == EquipmentIndex.None)
            {
                this.Weapon = ModuleNetworkData.ReadMissileWeaponReferenceFromPacket(Game.Current.ObjectManager, ref bufferReadValid);
            }
            this.Position     = GameNetworkMessage.ReadVec3FromPacket(CompressionBasic.PositionCompressionInfo, ref bufferReadValid);
            this.Direction    = GameNetworkMessage.ReadVec3FromPacket(CompressionBasic.UnitVectorCompressionInfo, ref bufferReadValid);
            this.Speed        = GameNetworkMessage.ReadFloatFromPacket(CompressionMission.MissileSpeedCompressionInfo, ref bufferReadValid);
            this.HasRigidBody = GameNetworkMessage.ReadBoolFromPacket(ref bufferReadValid);
            if (this.HasRigidBody)
            {
                this.Orientation           = GameNetworkMessage.ReadRotationMatrixFromPacket(ref bufferReadValid);
                this.MissionObjectToIgnore = GameNetworkMessage.ReadMissionObjectReferenceFromPacket(ref bufferReadValid);
            }
            else
            {
                Vec3 f = GameNetworkMessage.ReadVec3FromPacket(CompressionBasic.UnitVectorCompressionInfo, ref bufferReadValid);
                this.Orientation = new Mat3(Vec3.Side, f, Vec3.Up);
                this.Orientation.Orthonormalize();
            }
            this.IsPrimaryWeaponShot = GameNetworkMessage.ReadBoolFromPacket(ref bufferReadValid);
            return(bufferReadValid);
        }
Example #2
0
        protected override bool OnRead()
        {
            bool bufferReadValid = true;

            this.Weapon        = ModuleNetworkData.ReadWeaponReferenceFromPacket(MBObjectManager.Instance, ref bufferReadValid);
            this.MissionObject = GameNetworkMessage.ReadMissionObjectReferenceFromPacket(ref bufferReadValid);
            Vec3 o   = GameNetworkMessage.ReadVec3FromPacket(CompressionBasic.LocalPositionCompressionInfo, ref bufferReadValid);
            Mat3 rot = GameNetworkMessage.ReadRotationMatrixFromPacket(ref bufferReadValid);

            if (bufferReadValid)
            {
                this.AttachLocalFrame = new MatrixFrame(rot, o);
            }
            return(bufferReadValid);
        }