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

            this.WarmupState             = (MultiplayerWarmupComponent.WarmupStates)GameNetworkMessage.ReadIntFromPacket(CompressionMission.MissionRoundStateCompressionInfo, ref bufferReadValid);
            this.StateStartTimeInSeconds = GameNetworkMessage.ReadFloatFromPacket(CompressionMatchmaker.MissionTimeCompressionInfo, ref bufferReadValid);
            return(bufferReadValid);
        }
        protected override bool OnRead()
        {
            bool bufferReadValid = true;

            this.AgentToTest = GameNetworkMessage.ReadAgentReferenceFromPacket(ref bufferReadValid, true);
            this.ScaleToTest = GameNetworkMessage.ReadFloatFromPacket(CompressionMission.DebugScaleValueCompressionInfo, ref bufferReadValid);
            return(bufferReadValid);
        }
        protected override bool OnRead()
        {
            bool bufferReadValid = true;

            this.UsableMachine = GameNetworkMessage.ReadMissionObjectReferenceFromPacket(ref bufferReadValid) as UsableMachine;
            this.Distance      = GameNetworkMessage.ReadFloatFromPacket(CompressionBasic.PositionCompressionInfo, ref bufferReadValid);
            return(bufferReadValid);
        }
        protected override bool OnRead()
        {
            bool bufferReadValid = true;

            this.MissionObject = GameNetworkMessage.ReadMissionObjectReferenceFromPacket(ref bufferReadValid);
            this.Progress      = GameNetworkMessage.ReadFloatFromPacket(CompressionBasic.UnitVectorCompressionInfo, ref bufferReadValid);
            return(bufferReadValid);
        }
        protected override bool OnRead()
        {
            bool bufferReadValid = true;

            this.MissionObject = GameNetworkMessage.ReadMissionObjectReferenceFromPacket(ref bufferReadValid);
            this.Hitpoints     = GameNetworkMessage.ReadFloatFromPacket(CompressionMission.UsableGameObjectHealthCompressionInfo, ref bufferReadValid);
            return(bufferReadValid);
        }
        protected override bool OnRead()
        {
            bool bufferReadValid = true;

            this.IntermissionState = (MultiplayerIntermissionState)GameNetworkMessage.ReadIntFromPacket(CompressionBasic.IntermissionStateCompressionInfo, ref bufferReadValid);
            this.IntermissionTimer = GameNetworkMessage.ReadFloatFromPacket(CompressionBasic.IntermissionTimerCompressionInfo, ref bufferReadValid);
            return(bufferReadValid);
        }
Esempio n. 8
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        protected override bool OnRead()
        {
            bool bufferReadValid = true;

            this.RoundState = (MultiplayerRoundState)GameNetworkMessage.ReadIntFromPacket(CompressionMission.MissionRoundStateCompressionInfo, ref bufferReadValid);
            this.StateStartTimeInSeconds      = GameNetworkMessage.ReadFloatFromPacket(CompressionMatchmaker.MissionTimeCompressionInfo, ref bufferReadValid);
            this.RemainingTimeOnPreviousState = GameNetworkMessage.ReadIntFromPacket(CompressionMission.RoundTimeCompressionInfo, ref bufferReadValid);
            return(bufferReadValid);
        }
        protected override bool OnRead()
        {
            bool bufferReadValid = true;

            this.MissionObject = GameNetworkMessage.ReadMissionObjectReferenceFromPacket(ref bufferReadValid);
            this.Frame         = GameNetworkMessage.ReadMatrixFrameFromPacket(ref bufferReadValid);
            this.Duration      = GameNetworkMessage.ReadFloatFromPacket(CompressionMission.FlagCapturePointDurationCompressionInfo, ref bufferReadValid);
            return(bufferReadValid);
        }
        protected override bool OnRead()
        {
            bool bufferReadValid = true;

            this.UsableMachine      = GameNetworkMessage.ReadMissionObjectReferenceFromPacket(ref bufferReadValid) as UsableMachine;
            this.HorizontalRotation = GameNetworkMessage.ReadFloatFromPacket(CompressionBasic.HighResRadianCompressionInfo, ref bufferReadValid);
            this.VerticalRotation   = GameNetworkMessage.ReadFloatFromPacket(CompressionBasic.HighResRadianCompressionInfo, ref bufferReadValid);
            return(bufferReadValid);
        }
        protected override bool OnRead()
        {
            bool bufferReadValid = true;

            this.MissionObject = GameNetworkMessage.ReadMissionObjectReferenceFromPacket(ref bufferReadValid);
            this.BeginKey      = GameNetworkMessage.ReadIntFromPacket(CompressionBasic.AnimationKeyCompressionInfo, ref bufferReadValid);
            this.EndKey        = GameNetworkMessage.ReadIntFromPacket(CompressionBasic.AnimationKeyCompressionInfo, ref bufferReadValid);
            this.Speed         = GameNetworkMessage.ReadFloatFromPacket(CompressionBasic.VertexAnimationSpeedCompressionInfo, ref bufferReadValid);
            return(bufferReadValid);
        }
        protected override bool OnRead()
        {
            bool bufferReadValid = true;

            this.CurrentState = (MissionLobbyComponent.MultiplayerGameState)GameNetworkMessage.ReadIntFromPacket(CompressionMatchmaker.MissionCurrentStateCompressionInfo, ref bufferReadValid);
            if (this.CurrentState != MissionLobbyComponent.MultiplayerGameState.WaitingFirstPlayers)
            {
                this.StateStartTimeInSeconds = GameNetworkMessage.ReadFloatFromPacket(CompressionMatchmaker.MissionTimeCompressionInfo, ref bufferReadValid);
            }
            return(bufferReadValid);
        }
        public virtual bool ReadFromNetwork()
        {
            bool bufferReadValid = true;

            this.GameEntity.SetVisibilityExcludeParents(GameNetworkMessage.ReadBoolFromPacket(ref bufferReadValid));
            if (GameNetworkMessage.ReadBoolFromPacket(ref bufferReadValid))
            {
                MatrixFrame frame = GameNetworkMessage.ReadMatrixFrameFromPacket(ref bufferReadValid);
                this.GameEntity.SetFrame(ref frame);
                if (GameNetworkMessage.ReadBoolFromPacket(ref bufferReadValid))
                {
                    this._firstFrame       = this.GameEntity.GetFrame();
                    this._lastSynchedFrame = GameNetworkMessage.ReadMatrixFrameFromPacket(ref bufferReadValid);
                    this.SetSynchState(SynchedMissionObject.SynchState.SynchronizeFrameOverTime);
                    this._duration = GameNetworkMessage.ReadFloatFromPacket(CompressionMission.FlagCapturePointDurationCompressionInfo, ref bufferReadValid);
                    this._timer    = 0.0f;
                    if (this._duration.ApproximatelyEqualsTo(0.0f))
                    {
                        this._duration = 0.1f;
                    }
                }
            }
            if ((NativeObject)this.GameEntity.Skeleton != (NativeObject)null && GameNetworkMessage.ReadBoolFromPacket(ref bufferReadValid))
            {
                int   animationIndex           = GameNetworkMessage.ReadIntFromPacket(CompressionBasic.AnimationIndexCompressionInfo, ref bufferReadValid);
                float animationSpeedMultiplier = GameNetworkMessage.ReadFloatFromPacket(CompressionBasic.AnimationSpeedCompressionInfo, ref bufferReadValid);
                float parameter = GameNetworkMessage.ReadFloatFromPacket(CompressionBasic.UnitVectorCompressionInfo, ref bufferReadValid);
                this.GameEntity.Skeleton.SetAnimationAtChannel(animationIndex, 0, animationSpeedMultiplier, 0.0f);
                this.GameEntity.Skeleton.SetAnimationParameterAtChannel(0, parameter);
                if (GameNetworkMessage.ReadBoolFromPacket(ref bufferReadValid))
                {
                    this.GameEntity.Skeleton.TickAnimationsAndForceUpdate(1f / 1000f, this.GameEntity.GetGlobalFrame(), true);
                    this.GameEntity.PauseSkeletonAnimation();
                }
                else
                {
                    this.GameEntity.ResumeSkeletonAnimation();
                }
            }
            if (GameNetworkMessage.ReadBoolFromPacket(ref bufferReadValid))
            {
                uint color1 = GameNetworkMessage.ReadUintFromPacket(CompressionGeneric.ColorCompressionInfo, ref bufferReadValid);
                uint color2 = GameNetworkMessage.ReadUintFromPacket(CompressionGeneric.ColorCompressionInfo, ref bufferReadValid);
                if (bufferReadValid)
                {
                    this.GameEntity.SetColor(color1, color2, "use_team_color");
                }
            }
            if (GameNetworkMessage.ReadBoolFromPacket(ref bufferReadValid))
            {
                this.SetDisabledAndMakeInvisible();
            }
            return(bufferReadValid);
        }
        protected override bool OnRead()
        {
            bool bufferReadValid = true;

            this.MissionObject    = GameNetworkMessage.ReadMissionObjectReferenceFromPacket(ref bufferReadValid);
            this.DestructionLevel = GameNetworkMessage.ReadIntFromPacket(CompressionMission.UsableGameObjectDestructionStateCompressionInfo, ref bufferReadValid);
            this.ForcedIndex      = GameNetworkMessage.ReadBoolFromPacket(ref bufferReadValid) ? GameNetworkMessage.ReadIntFromPacket(CompressionBasic.MissionObjectIDCompressionInfo, ref bufferReadValid) : -1;
            this.BlowMagnitude    = GameNetworkMessage.ReadFloatFromPacket(CompressionMission.UsableGameObjectBlowMagnitude, ref bufferReadValid);
            this.BlowPosition     = GameNetworkMessage.ReadVec3FromPacket(CompressionBasic.PositionCompressionInfo, ref bufferReadValid);
            this.BlowDirection    = GameNetworkMessage.ReadVec3FromPacket(CompressionMission.UsableGameObjectBlowDirection, ref bufferReadValid);
            return(bufferReadValid);
        }
Esempio n. 15
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        protected override bool OnRead()
        {
            bool bufferReadValid = true;

            this.Progress  = GameNetworkMessage.ReadFloatFromPacket(CompressionMission.FlagClassicProgressCompressionInfo, ref bufferReadValid);
            this.Direction = (CaptureTheFlagFlagDirection)GameNetworkMessage.ReadIntFromPacket(CompressionMission.FlagDirectionEnumCompressionInfo, ref bufferReadValid);
            if (bufferReadValid && this.Direction != CaptureTheFlagFlagDirection.None && this.Direction != CaptureTheFlagFlagDirection.Static)
            {
                this.Speed = GameNetworkMessage.ReadFloatFromPacket(CompressionMission.FlagSpeedCompressionInfo, ref bufferReadValid);
            }
            return(bufferReadValid);
        }
Esempio n. 16
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        protected override bool OnRead()
        {
            bool bufferReadValid = true;

            this.Agent                   = GameNetworkMessage.ReadAgentReferenceFromPacket(ref bufferReadValid);
            this.ActionSet               = GameNetworkMessage.ReadActionSetReferenceFromPacket(CompressionMission.ActionSetCompressionInfo, ref bufferReadValid);
            this.NumPaces                = GameNetworkMessage.ReadIntFromPacket(CompressionMission.NumberOfPacesCompressionInfo, ref bufferReadValid);
            this.MonsterUsageSetIndex    = GameNetworkMessage.ReadIntFromPacket(CompressionMission.MonsterUsageSetCompressionInfo, ref bufferReadValid);
            this.WalkingSpeedLimit       = GameNetworkMessage.ReadFloatFromPacket(CompressionMission.WalkingSpeedLimitCompressionInfo, ref bufferReadValid);
            this.CrouchWalkingSpeedLimit = GameNetworkMessage.ReadFloatFromPacket(CompressionMission.WalkingSpeedLimitCompressionInfo, ref bufferReadValid);
            this.StepSize                = GameNetworkMessage.ReadFloatFromPacket(CompressionMission.StepSizeCompressionInfo, ref bufferReadValid);
            return(bufferReadValid);
        }
        protected override bool OnRead()
        {
            bool bufferReadValid = true;

            this.MissionObject = GameNetworkMessage.ReadMissionObjectReferenceFromPacket(ref bufferReadValid);
            bool flag = GameNetworkMessage.ReadBoolFromPacket(ref bufferReadValid);

            if (bufferReadValid)
            {
                this.ChannelNo = flag ? 1 : 0;
            }
            this.Parameter = GameNetworkMessage.ReadFloatFromPacket(CompressionBasic.UnitVectorCompressionInfo, ref bufferReadValid);
            return(bufferReadValid);
        }
        protected override bool OnRead()
        {
            bool bufferReadValid = true;

            this.MissionObject = GameNetworkMessage.ReadMissionObjectReferenceFromPacket(ref bufferReadValid);
            Vec3 s             = GameNetworkMessage.ReadVec3FromPacket(CompressionBasic.UnitVectorCompressionInfo, ref bufferReadValid);
            Vec3 f             = GameNetworkMessage.ReadVec3FromPacket(CompressionBasic.UnitVectorCompressionInfo, ref bufferReadValid);
            Vec3 u             = GameNetworkMessage.ReadVec3FromPacket(CompressionBasic.UnitVectorCompressionInfo, ref bufferReadValid);
            Vec3 scalingVector = GameNetworkMessage.ReadVec3FromPacket(CompressionBasic.ScaleCompressionInfo, ref bufferReadValid);
            Vec3 o             = GameNetworkMessage.ReadVec3FromPacket(CompressionBasic.PositionCompressionInfo, ref bufferReadValid);

            if (bufferReadValid)
            {
                this.Frame = new MatrixFrame(new Mat3(s, f, u), o);
                this.Frame.Scale(scalingVector);
            }
            this.Duration = GameNetworkMessage.ReadFloatFromPacket(CompressionMission.FlagCapturePointDurationCompressionInfo, ref bufferReadValid);
            return(bufferReadValid);
        }
Esempio n. 19
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        protected override bool OnRead()
        {
            bool bufferReadValid = true;

            this.MissionObject  = GameNetworkMessage.ReadMissionObjectReferenceFromPacket(ref bufferReadValid);
            this.ChannelNo      = GameNetworkMessage.ReadBoolFromPacket(ref bufferReadValid) ? 1 : 0;
            this.AnimationIndex = GameNetworkMessage.ReadIntFromPacket(CompressionBasic.AnimationIndexCompressionInfo, ref bufferReadValid);
            this.AnimationSpeed = GameNetworkMessage.ReadBoolFromPacket(ref bufferReadValid) ? GameNetworkMessage.ReadFloatFromPacket(CompressionBasic.AnimationSpeedCompressionInfo, ref bufferReadValid) : 1f;
            return(bufferReadValid);
        }