public void Serialize(NetBitReader reader)
        {
            byte sourceNum = reader.ReadByte();

            bool    bHasAdditiveSources          = reader.ReadBit();
            bool    bHasOverrideSources          = reader.ReadBit();
            FVector lastPreAdditiveVelocity      = reader.SerializePropertyVector10();
            bool    bIsAdditiveVelocityApplied   = reader.ReadBit();
            byte    lastAccumulatedSettingsFlags = reader.ReadByte();

            //Off by about 130 bits
            for (int i = 0; i < sourceNum; i++)
            {
                uint guid = reader.SerializePropertyObject();

                ushort priority = reader.ReadUInt16();
                ushort localId  = reader.ReadUInt16();
                byte   accumulatedModeSerialize = reader.ReadByte();
                string instanceName             = reader.SerializePropertyName();
                float  currentTime   = reader.SerializePropertyFloat();
                float  duration      = reader.SerializePropertyFloat();
                byte   statusFlags   = reader.ReadByte();
                bool   bInLocalSpace = reader.ReadBit();
            }
        }
Esempio n. 2
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        /// <summary>
        /// see https://github.com/EpicGames/UnrealEngine/blob/c10022aa46e208b1593dd537c2607784aac158f1/Engine/Source/Runtime/Engine/Private/Collision/Collision.cpp#L42
        /// </summary>
        /// <param name="reader"></param>
        public void Serialize(NetBitReader reader)
        {
            // pack bitfield with flags
            // Most of the time the vectors are the same values, use that as an optimization
            BlockingHit      = reader.ReadBit();
            StartPenetrating = reader.ReadBit();
            var bImpactPointEqualsLocation = reader.ReadBit();
            var bImpactNormalEqualsNormal  = reader.ReadBit();

            // Often times the indexes are invalid, use that as an optimization
            var bInvalidItem         = reader.ReadBit();
            var bInvalidFaceIndex    = reader.ReadBit();
            var bNoPenetrationDepth  = reader.ReadBit();
            var bInvalidElementIndex = reader.EngineNetworkVersion >= EngineNetworkVersionHistory.HISTORY_ENUM_SERIALIZATION_COMPAT && reader.ReadBit();

            Time = reader.ReadSingle();

            Location = reader.ReadPackedVector(1, 20);
            Normal   = reader.SerializePropertyVectorNormal();

            ImpactPoint = !bImpactPointEqualsLocation?reader.ReadPackedVector(1, 20) : Location;

            ImpactNormal = !bImpactNormalEqualsNormal?reader.SerializePropertyVectorNormal() : Normal;

            TraceStart = reader.ReadPackedVector(1, 20);
            TraceEnd   = reader.ReadPackedVector(1, 20);

            PenetrationDepth = !bNoPenetrationDepth?reader.SerializePropertyFloat() : 0.0f;

            Distance = (ImpactPoint - TraceStart).Size();
            Item     = !bInvalidItem?reader.ReadInt32() : 0;

            PhysMaterial = reader.SerializePropertyObject();

            if (reader.EngineNetworkVersion < EngineNetworkVersionHistory.HISTORY_HITRESULT_INSTANCEHANDLE)
            {
                Actor = reader.SerializePropertyObject();
            }
            else
            {
                Actor = reader.SerializePropertyObject();

                // see https://github.com/EpicGames/UnrealEngine/blob/4564529ed77196caada6971f5de1be829900b9e1/Engine/Source/Runtime/Engine/Private/EngineTypes.cpp#L558
                //Ar << Handle.Actor;
                //Ar << Handle.Manager;
                //Ar << Handle.InstanceIndex;
            }

            Component = reader.SerializePropertyObject();
            BoneName  = reader.SerializePropertyName();
            FaceIndex = !bInvalidFaceIndex?reader.ReadInt32() : 0;

            ElementIndex = !bInvalidElementIndex && reader.EngineNetworkVersion >= EngineNetworkVersionHistory.HISTORY_ENUM_SERIALIZATION_COMPAT ? reader.ReadByte() : new byte();
        }
        public void Serialize(NetBitReader reader)
        {
            bool repPosition = reader.ReadBoolean();

            if (repPosition)
            {
                bRepPosition           = true;
                SectionIdToPlay        = 0;
                SkipPositionCorrection = false;

                uint packedPosition = reader.ReadIntPacked();

                Position = packedPosition / 100;
            }
            else
            {
                bRepPosition = false;

                SkipPositionCorrection = true;
                Position        = 0;
                SectionIdToPlay = reader.ReadBitsToInt(7);
            }

            IsStopped              = reader.ReadBit();
            ForcePlayBit           = reader.ReadBit();
            SkipPositionCorrection = reader.ReadBit();
            bSkipPlayRate          = reader.ReadBit();

            AnimMontage = new UObjectGUID {
                Value = reader.ReadIntPacked()
            };
            PlayRate      = reader.SerializePropertyFloat();
            BlendTime     = reader.SerializePropertyFloat();
            NextSectionID = reader.ReadByte();

            PredictionKey = new FPredictionKey();
            PredictionKey.Serialize(reader);
        }
 public void Serialize(NetBitReader reader)
 {
     X = reader.SerializePropertyFloat();
     Y = reader.SerializePropertyFloat();
 }
        /// <summary>
        /// see https://github.com/EpicGames/UnrealEngine/blob/c10022aa46e208b1593dd537c2607784aac158f1/Engine/Source/Runtime/Engine/Private/Collision/Collision.cpp#L42
        /// </summary>
        /// <param name="reader"></param>
        public void Serialize(NetBitReader reader)
        {
            // pack bitfield with flags
            var flags = reader.ReadBits(7);

            // Most of the time the vectors are the same values, use that as an optimization
            BlockingHit      = flags[0];
            StartPenetrating = flags[1];
            bool bImpactPointEqualsLocation = flags[2];
            bool bImpactNormalEqualsNormal  = flags[3];

            // Often times the indexes are invalid, use that as an optimization
            bool bInvalidItem        = flags[4];
            bool bInvalidFaceIndex   = flags[5];
            bool bNoPenetrationDepth = flags[6];

            Time = reader.ReadSingle();

            Location = reader.ReadPackedVector(1, 20);
            Normal   = reader.SerializePropertyVectorNormal();

            if (!bImpactPointEqualsLocation)
            {
                ImpactPoint = reader.ReadPackedVector(1, 20);
            }
            else
            {
                ImpactPoint = Location;
            }

            if (!bImpactNormalEqualsNormal)
            {
                ImpactNormal = reader.SerializePropertyVectorNormal();
            }
            else
            {
                ImpactNormal = Normal;
            }

            TraceStart = reader.ReadPackedVector(1, 20);
            TraceEnd   = reader.ReadPackedVector(1, 20);

            if (!bNoPenetrationDepth)
            {
                PenetrationDepth = reader.SerializePropertyFloat();
            }
            else
            {
                PenetrationDepth = 0.0f;
            }

            Distance = (ImpactPoint - TraceStart).Size();

            if (!bInvalidItem)
            {
                Item = reader.ReadInt32();
            }
            else
            {
                Item = 0;
            }

            PhysMaterial = reader.SerializePropertyObject();
            Actor        = reader.SerializePropertyObject();
            Component    = reader.SerializePropertyObject();
            BoneName     = reader.SerializePropertyName();
            if (!bInvalidFaceIndex)
            {
                FaceIndex = reader.ReadInt32();
            }
            else
            {
                FaceIndex = 0;
            }
        }
        public void Serialize(NetBitReader reader)
        {
            return;

            bool[] flags = reader.ReadBits(7);

            BlockingHit      = flags[6];
            StartPenetrating = flags[5];
            bool impactPointEqualsLocation = flags[4];
            bool impactNormalEqualsNormal  = flags[3];
            bool invalidItem        = flags[2];
            bool invalidFaceIndex   = flags[1];
            bool noPenetrationDepth = flags[0];

            Time     = reader.ReadSingle();
            Location = reader.SerializePropertyQuantizeVector();
            Normal   = reader.SerializePropertyVectorNormal();

            if (!impactPointEqualsLocation)
            {
                ImpactPoint = reader.SerializePropertyQuantizeVector();
            }
            else
            {
                ImpactPoint = Location;
            }

            if (!impactNormalEqualsNormal)
            {
                ImpactNormal = reader.SerializePropertyVectorNormal();
            }
            else
            {
                ImpactNormal = Normal;
            }

            TraceStart = reader.SerializePropertyQuantizeVector();
            TraceEnd   = reader.SerializePropertyQuantizeVector();

            if (!noPenetrationDepth)
            {
                PenetrationDepth = reader.SerializePropertyFloat();
            }
            else
            {
                PenetrationDepth = 0;
            }

            Distance = (ImpactPoint - TraceStart).Size();

            if (!invalidItem)
            {
                Item = reader.ReadBitsToInt(32);
            }
            else
            {
                Item = -1;
            }

            PhysMaterial = reader.SerializePropertyUInt16();
            Actor        = reader.SerializePropertyUInt16();
            Component    = reader.SerializePropertyUInt16();
            BoneName     = reader.ReadFString();

            if (!invalidFaceIndex)
            {
                FaceIndex = reader.ReadBitsToInt(32);
            }
            else
            {
                FaceIndex = -1;
            }
        }