Example #1
0
        private void UpdateLocalPlayerMovement(JagexBuffer b)
        {
            b.BeginBitAccess();
            if (b.ReadBits(1) == 0)
            {
                return;
            }

            int moveType = b.ReadBits(2);

            if (moveType == 0)
            {
                entityIndices[entityCount++] = 2047;
                return;
            }

            if (moveType == 1)
            {
                int direction = b.ReadBits(3);
                GameContext.Self.QueueMove(direction, false);

                if (b.ReadBits(1) == 1)
                {
                    entityIndices[entityCount++] = 2047;
                }
                return;
            }

            if (moveType == 2)
            {
                GameContext.Self.QueueMove(b.ReadBits(3), true);
                GameContext.Self.QueueMove(b.ReadBits(3), true);

                if (b.ReadBits(1) == 1)
                {
                    entityIndices[entityCount++] = 2047;
                }
                return;
            }

            if (moveType == 3)
            {
                GameContext.Plane = b.ReadBits(2);
                int discardMoveQueue = b.ReadBits(1);

                if (b.ReadBits(1) == 1)
                {
                    entityIndices[entityCount++] = 2047;
                }

                int y = b.ReadBits(7);
                int x = b.ReadBits(7);
                GameContext.Self.TeleportTo(x, y, discardMoveQueue == 1);
            }
        }
Example #2
0
        public void UpdateActorMovement(JagexBuffer b)
        {
            b.BeginBitAccess();
            int actorCount = b.ReadBits(8);

            if (actorCount < GameContext.ActorCount)
            {
                for (int l = actorCount; l < GameContext.ActorCount; l++)
                {
                    entityUpdateIndices[entityUpdateCount++] = GameContext.ActorIndices[l];
                }
            }

            if (actorCount > GameContext.ActorCount)
            {
                Debug.Log("Actor count is too high");
                return;
            }

            GameContext.ActorCount = 0;

            for (int i = 0; i < actorCount; i++)
            {
                int   actorIndex      = GameContext.ActorIndices[i];
                Actor a               = GameContext.Actors[actorIndex];
                int   movement_update = b.ReadBits(1);

                if (movement_update == 0)
                {
                    GameContext.ActorIndices[GameContext.ActorCount++] = actorIndex;
                    a.UpdateCycle = (int)GameContext.LoopCycle;
                }
                else
                {
                    int moveType = b.ReadBits(2);

                    switch (moveType)
                    {
                    case 0:
                    {
                        GameContext.ActorIndices[GameContext.ActorCount++] = actorIndex;
                        a.UpdateCycle = (int)GameContext.LoopCycle;
                        entityIndices[entityCount++] = actorIndex;
                        break;
                    }

                    case 1:
                    {
                        GameContext.ActorIndices[GameContext.ActorCount++] = actorIndex;
                        a.UpdateCycle = (int)GameContext.LoopCycle;
                        a.QueueMove(b.ReadBits(3), false);

                        if (b.ReadBits(1) == 1)
                        {
                            entityIndices[entityCount++] = actorIndex;
                        }
                        break;
                    }

                    case 2:
                    {
                        GameContext.ActorIndices[GameContext.ActorCount++] = actorIndex;
                        a.UpdateCycle = (int)GameContext.LoopCycle;
                        a.QueueMove(b.ReadBits(3), true);
                        a.QueueMove(b.ReadBits(3), true);

                        if (b.ReadBits(1) == 1)
                        {
                            entityIndices[entityCount++] = actorIndex;
                        }
                        break;
                    }

                    case 3:
                    {
                        entityUpdateIndices[entityUpdateCount++] = actorIndex;
                        break;
                    }
                    }
                }
            }
        }