protected override void DoWrite(OnlineWriter WriteBuffer) { WriteBuffer.AppendString(MapName); WriteBuffer.AppendString(MapType); WriteBuffer.AppendString(MapPath); WriteBuffer.AppendByte(MinNumberOfPlayer); WriteBuffer.AppendByte(MaxNumberOfPlayer); }
protected override void DoWrite(OnlineWriter WriteBuffer) { WriteBuffer.AppendFloat(Position.X); WriteBuffer.AppendFloat(Position.Y); WriteBuffer.AppendFloat(Speed.X); WriteBuffer.AppendFloat(Speed.Y); WriteBuffer.AppendByte(VFXType); }
protected override void DoWrite(OnlineWriter WriteBuffer) { WriteBuffer.AppendByte(ActivePlayer.LocalPlayerIndex); WriteBuffer.AppendInt32(ActivePlayer.Inventory.ActiveLoadout.ListSquad.Count); foreach (Squad ActiveSquad in ActivePlayer.Inventory.ActiveLoadout.ListSquad) { WriteBuffer.AppendInt32(ActiveSquad.UnitsInSquad); for (int U = 0; U < ActiveSquad.UnitsInSquad; ++U) { Unit ActiveUnit = ActiveSquad.At(U); WriteBuffer.AppendString(ActiveUnit.UnitTypeName); WriteBuffer.AppendString(ActiveUnit.RelativePath); WriteBuffer.AppendInt32(ActiveUnit.ArrayCharacterActive.Length); for (int C = 0; C < ActiveUnit.ArrayCharacterActive.Length; ++C) { WriteBuffer.AppendString(ActiveUnit.ArrayCharacterActive[C].FullName); } } } }