Esempio n. 1
0
        protected override bool OnRead()
        {
            bool bufferReadValid = true;

            this.Character             = (BasicCharacterObject)GameNetworkMessage.ReadObjectReferenceFromPacket(MBObjectManager.Instance, CompressionBasic.GUIDCompressionInfo, ref bufferReadValid);
            this.Monster               = (Monster)GameNetworkMessage.ReadObjectReferenceFromPacket(MBObjectManager.Instance, CompressionBasic.GUIDCompressionInfo, ref bufferReadValid);
            this.AgentIndex            = GameNetworkMessage.ReadAgentIndexFromPacket(CompressionMission.AgentCompressionInfo, ref bufferReadValid);
            this.MountAgentIndex       = GameNetworkMessage.ReadAgentIndexFromPacket(CompressionMission.AgentCompressionInfo, ref bufferReadValid);
            this.Peer                  = GameNetworkMessage.ReadNetworkPeerReferenceFromPacket(ref bufferReadValid);
            this.SpawnEquipment        = new Equipment();
            this.SpawnMissionEquipment = new MissionEquipment();
            for (EquipmentIndex index = EquipmentIndex.WeaponItemBeginSlot; index < EquipmentIndex.NumAllWeaponSlots; ++index)
            {
                this.SpawnMissionEquipment[index] = ModuleNetworkData.ReadWeaponReferenceFromPacket(MBObjectManager.Instance, ref bufferReadValid);
            }
            for (EquipmentIndex equipmentIndex = EquipmentIndex.NumAllWeaponSlots; equipmentIndex < EquipmentIndex.NumEquipmentSetSlots; ++equipmentIndex)
            {
                this.SpawnEquipment.AddEquipmentToSlotWithoutAgent(equipmentIndex, ModuleNetworkData.ReadItemReferenceFromPacket(MBObjectManager.Instance, ref bufferReadValid));
            }
            this.IsPlayerAgent       = GameNetworkMessage.ReadBoolFromPacket(ref bufferReadValid);
            this.BodyPropertiesSeed  = !this.IsPlayerAgent ? GameNetworkMessage.ReadIntFromPacket(CompressionGeneric.RandomSeedCompressionInfo, ref bufferReadValid) : 0;
            this.BodyPropertiesValue = GameNetworkMessage.ReadBodyPropertiesFromPacket(ref bufferReadValid);
            this.IsFemale            = GameNetworkMessage.ReadBoolFromPacket(ref bufferReadValid);
            this.Team           = GameNetworkMessage.ReadTeamReferenceFromPacket(ref bufferReadValid);
            this.Position       = GameNetworkMessage.ReadVec3FromPacket(CompressionBasic.PositionCompressionInfo, ref bufferReadValid);
            this.Direction      = GameNetworkMessage.ReadVec2FromPacket(CompressionBasic.UnitVectorCompressionInfo, ref bufferReadValid).Normalized();
            this.FormationIndex = GameNetworkMessage.ReadIntFromPacket(CompressionOrder.FormationClassCompressionInfo, ref bufferReadValid);
            this.ClothingColor1 = GameNetworkMessage.ReadUintFromPacket(CompressionGeneric.ColorCompressionInfo, ref bufferReadValid);
            this.ClothingColor2 = GameNetworkMessage.ReadUintFromPacket(CompressionGeneric.ColorCompressionInfo, ref bufferReadValid);
            return(bufferReadValid);
        }
Esempio n. 2
0
 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 bool OnRead()
        {
            bool bufferReadValid = true;

            this.Peer         = GameNetworkMessage.ReadNetworkPeerReferenceFromPacket(ref bufferReadValid);
            this.VisualsIndex = GameNetworkMessage.ReadIntFromPacket(CompressionMission.AgentOffsetCompressionInfo, ref bufferReadValid);
            this.Character    = (BasicCharacterObject)GameNetworkMessage.ReadObjectReferenceFromPacket(MBObjectManager.Instance, CompressionBasic.GUIDCompressionInfo, ref bufferReadValid);
            this.Equipment    = new Equipment();
            bool flag = GameNetworkMessage.ReadBoolFromPacket(ref bufferReadValid);

            for (EquipmentIndex equipmentIndex = EquipmentIndex.WeaponItemBeginSlot; equipmentIndex < (flag ? EquipmentIndex.NumEquipmentSetSlots : EquipmentIndex.ArmorItemEndSlot); ++equipmentIndex)
            {
                EquipmentElement itemRosterElement = ModuleNetworkData.ReadItemReferenceFromPacket(MBObjectManager.Instance, ref bufferReadValid);
                if (bufferReadValid)
                {
                    this.Equipment.AddEquipmentToSlotWithoutAgent(equipmentIndex, itemRosterElement);
                }
                else
                {
                    break;
                }
            }
            this.BodyPropertiesSeed        = GameNetworkMessage.ReadIntFromPacket(CompressionGeneric.RandomSeedCompressionInfo, ref bufferReadValid);
            this.IsFemale                  = GameNetworkMessage.ReadBoolFromPacket(ref bufferReadValid);
            this.SelectedEquipmentSetIndex = GameNetworkMessage.ReadIntFromPacket(CompressionBasic.MissionObjectIDCompressionInfo, ref bufferReadValid);
            this.TroopCountInFormation     = GameNetworkMessage.ReadIntFromPacket(CompressionBasic.PlayerCompressionInfo, ref bufferReadValid);
            return(bufferReadValid);
        }
        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);
        }
Esempio n. 5
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        protected override void OnWrite()
        {
            GameNetworkMessage.WriteObjectReferenceToPacket((MBObjectBase)this.Character, CompressionBasic.GUIDCompressionInfo);
            GameNetworkMessage.WriteObjectReferenceToPacket((MBObjectBase)this.Monster, CompressionBasic.GUIDCompressionInfo);
            GameNetworkMessage.WriteIntToPacket(this.AgentIndex, CompressionMission.AgentCompressionInfo);
            GameNetworkMessage.WriteIntToPacket(this.MountAgentIndex, CompressionMission.AgentCompressionInfo);
            GameNetworkMessage.WriteNetworkPeerReferenceToPacket(this.Peer);
            for (EquipmentIndex index = EquipmentIndex.WeaponItemBeginSlot; index < EquipmentIndex.NumAllWeaponSlots; ++index)
            {
                ModuleNetworkData.WriteWeaponReferenceToPacket(this.SpawnMissionEquipment[index]);
            }
            for (EquipmentIndex equipmentIndex = EquipmentIndex.NumAllWeaponSlots; equipmentIndex < EquipmentIndex.NumEquipmentSetSlots; ++equipmentIndex)
            {
                ModuleNetworkData.WriteItemReferenceToPacket(this.SpawnEquipment.GetEquipmentFromSlot(equipmentIndex));
            }
            GameNetworkMessage.WriteBoolToPacket(this.IsPlayerAgent);
            if (!this.IsPlayerAgent)
            {
                GameNetworkMessage.WriteIntToPacket(this.BodyPropertiesSeed, CompressionGeneric.RandomSeedCompressionInfo);
            }
            BodyProperties bodyProperties = this.BodyPropertiesValue;

            GameNetworkMessage.WriteBodyPropertiesToPacket(in bodyProperties);
            GameNetworkMessage.WriteBoolToPacket(this.IsFemale);
            GameNetworkMessage.WriteTeamReferenceToPacket(this.Team);
            GameNetworkMessage.WriteVec3ToPacket(this.Position, CompressionBasic.PositionCompressionInfo);
            GameNetworkMessage.WriteVec2ToPacket(this.Direction, CompressionBasic.UnitVectorCompressionInfo);
            GameNetworkMessage.WriteIntToPacket(this.FormationIndex, CompressionOrder.FormationClassCompressionInfo);
            GameNetworkMessage.WriteUintToPacket(this.ClothingColor1, CompressionGeneric.ColorCompressionInfo);
            GameNetworkMessage.WriteUintToPacket(this.ClothingColor2, CompressionGeneric.ColorCompressionInfo);
        }
 protected override void OnWrite()
 {
     GameNetworkMessage.WriteIntToPacket(this.AgentIndex, CompressionMission.AgentCompressionInfo);
     ModuleNetworkData.WriteItemReferenceToPacket(this.HorseItem);
     ModuleNetworkData.WriteItemReferenceToPacket(this.HorseHarnessItem);
     GameNetworkMessage.WriteVec3ToPacket(this.Position, CompressionBasic.PositionCompressionInfo);
     GameNetworkMessage.WriteVec2ToPacket(this.Direction, CompressionBasic.UnitVectorCompressionInfo);
 }
 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.WriteNetworkPeerReferenceToPacket(this.Peer);
     for (EquipmentIndex equipmentIndex = EquipmentIndex.WeaponItemBeginSlot; equipmentIndex < EquipmentIndex.NumEquipmentSetSlots; ++equipmentIndex)
     {
         ModuleNetworkData.WriteItemReferenceToPacket(this.Equipment.GetEquipmentFromSlot(equipmentIndex));
     }
 }
Esempio n. 9
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        protected override bool OnRead()
        {
            bool bufferReadValid = true;

            this.Agent     = GameNetworkMessage.ReadAgentReferenceFromPacket(ref bufferReadValid, true);
            this.Weapon    = ModuleNetworkData.ReadWeaponReferenceFromPacket(MBObjectManager.Instance, ref bufferReadValid);
            this.SlotIndex = (EquipmentIndex)GameNetworkMessage.ReadIntFromPacket(CompressionMission.ItemSlotCompressionInfo, ref bufferReadValid);
            return(bufferReadValid);
        }
 protected override void OnWrite()
 {
     ModuleNetworkData.WriteWeaponReferenceToPacket(this.Weapon);
     GameNetworkMessage.WriteMatrixFrameToPacket(this.Frame);
     GameNetworkMessage.WriteIntToPacket((int)this.WeaponSpawnFlags, CompressionMission.SpawnedItemWeaponSpawnFlagCompressionInfo);
     GameNetworkMessage.WriteIntToPacket(this.ForcedIndex, CompressionBasic.MissionObjectIDCompressionInfo);
     GameNetworkMessage.WriteMissionObjectReferenceToPacket(this.ParentMissionObject);
     GameNetworkMessage.WriteBoolToPacket(this.IsVisible);
     GameNetworkMessage.WriteBoolToPacket(this.HasLifeTime);
 }
        protected override bool OnRead()
        {
            bool bufferReadValid = true;

            this.AgentIndex       = GameNetworkMessage.ReadAgentIndexFromPacket(CompressionMission.AgentCompressionInfo, ref bufferReadValid);
            this.HorseItem        = ModuleNetworkData.ReadItemReferenceFromPacket(Game.Current.ObjectManager, ref bufferReadValid);
            this.HorseHarnessItem = ModuleNetworkData.ReadItemReferenceFromPacket(Game.Current.ObjectManager, ref bufferReadValid);
            this.Position         = GameNetworkMessage.ReadVec3FromPacket(CompressionBasic.PositionCompressionInfo, ref bufferReadValid);
            this.Direction        = GameNetworkMessage.ReadVec2FromPacket(CompressionBasic.UnitVectorCompressionInfo, ref bufferReadValid);
            return(bufferReadValid);
        }
        protected override bool OnRead()
        {
            bool bufferReadValid = true;

            this.Weapon              = ModuleNetworkData.ReadWeaponReferenceFromPacket(MBObjectManager.Instance, ref bufferReadValid);
            this.Frame               = GameNetworkMessage.ReadMatrixFrameFromPacket(ref bufferReadValid);
            this.WeaponSpawnFlags    = (Mission.WeaponSpawnFlags)GameNetworkMessage.ReadIntFromPacket(CompressionMission.SpawnedItemWeaponSpawnFlagCompressionInfo, ref bufferReadValid);
            this.ForcedIndex         = GameNetworkMessage.ReadIntFromPacket(CompressionBasic.MissionObjectIDCompressionInfo, ref bufferReadValid);
            this.ParentMissionObject = GameNetworkMessage.ReadMissionObjectReferenceFromPacket(ref bufferReadValid);
            this.IsVisible           = GameNetworkMessage.ReadBoolFromPacket(ref bufferReadValid);
            this.HasLifeTime         = GameNetworkMessage.ReadBoolFromPacket(ref bufferReadValid);
            return(bufferReadValid);
        }
Esempio n. 13
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        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);
        }
        protected override void OnWrite()
        {
            GameNetworkMessage.WriteNetworkPeerReferenceToPacket(this.Peer);
            GameNetworkMessage.WriteIntToPacket(this.VisualsIndex, CompressionMission.AgentOffsetCompressionInfo);
            GameNetworkMessage.WriteObjectReferenceToPacket((MBObjectBase)this.Character, CompressionBasic.GUIDCompressionInfo);
            bool flag = this.Equipment[EquipmentIndex.ArmorItemEndSlot].Item != null;

            GameNetworkMessage.WriteBoolToPacket(flag);
            for (EquipmentIndex equipmentIndex = EquipmentIndex.WeaponItemBeginSlot; equipmentIndex < (flag ? EquipmentIndex.NumEquipmentSetSlots : EquipmentIndex.ArmorItemEndSlot); ++equipmentIndex)
            {
                ModuleNetworkData.WriteItemReferenceToPacket(this.Equipment.GetEquipmentFromSlot(equipmentIndex));
            }
            GameNetworkMessage.WriteIntToPacket(this.BodyPropertiesSeed, CompressionGeneric.RandomSeedCompressionInfo);
            GameNetworkMessage.WriteBoolToPacket(this.IsFemale);
            GameNetworkMessage.WriteIntToPacket(this.SelectedEquipmentSetIndex, CompressionBasic.MissionObjectIDCompressionInfo);
            GameNetworkMessage.WriteIntToPacket(this.TroopCountInFormation, CompressionBasic.PlayerCompressionInfo);
        }
 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);
 }
        protected override bool OnRead()
        {
            bool bufferReadValid = true;

            this.Peer = GameNetworkMessage.ReadNetworkPeerReferenceFromPacket(ref bufferReadValid);
            if (bufferReadValid)
            {
                this.Equipment = new Equipment();
                for (EquipmentIndex equipmentIndex = EquipmentIndex.WeaponItemBeginSlot; equipmentIndex < EquipmentIndex.NumEquipmentSetSlots; ++equipmentIndex)
                {
                    if (bufferReadValid)
                    {
                        this.Equipment.AddEquipmentToSlotWithoutAgent(equipmentIndex, ModuleNetworkData.ReadItemReferenceFromPacket(MBObjectManager.Instance, ref bufferReadValid));
                    }
                }
            }
            return(bufferReadValid);
        }
Esempio n. 17
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 protected override void OnWrite()
 {
     GameNetworkMessage.WriteAgentReferenceToPacket(this.Agent);
     ModuleNetworkData.WriteWeaponReferenceToPacket(this.Weapon);
     GameNetworkMessage.WriteIntToPacket((int)this.SlotIndex, CompressionMission.ItemSlotCompressionInfo);
 }