public HitImpactPacket(FirePacket _firePacket, int _layer, Vector3 _hitpoint, Vector3 _hitnml) { firePacket = _firePacket; layer = (byte)_layer; hitpoint = _hitpoint; hitnml = _hitnml; }
public HitMonPacket(FirePacket _firePacket, int _hitMon, int _damage, float _rigidity, Vector3 _hitpoint) { firePacket = _firePacket; hitMon = (ushort)_hitMon; damage = (ushort)_damage; rigidity = _rigidity; hitpoint = _hitpoint; }
public HitBrickPacket(FirePacket _firePacket, bool _isBullet, int _brickseq, Vector3 _hitpoint, Vector3 _hitnml, bool _destructable, int _layer, int _damage) { firePacket = _firePacket; isBullet = _isBullet; brickseq = _brickseq; hitpoint = _hitpoint; hitnml = _hitnml; destructable = _destructable; layer = (byte)_layer; damage = (ushort)_damage; }
public void CreateFireFor( IEnumerable <Player> players, Vector3 position, float size = 1.8f, Player?responsiblePlayer = null ) { var packet = new FirePacket(position, size, responsiblePlayer?.Id, (ushort?)responsiblePlayer?.Client.Ping); packet.SendTo(players); }
public HitManPacket(FirePacket _firePacket, int _hitMan, int _hitPart, Vector3 _hitpoint, Vector3 _hitnml, int _damage, float _rigidity, int _weapnby, bool _lucky) { firePacket = _firePacket; hitMan = _hitMan; hitPart = (byte)_hitPart; hitpoint = _hitpoint; hitnml = _hitnml; damage = (ushort)_damage; rigidity = _rigidity; weaponBy = (ushort)_weapnby; bLucky = _lucky; }
public void CreateFire_SendsExpectedPacket() { var mtaServer = new TestingServer(); var player = mtaServer.AddFakePlayer(); var service = new FireService(mtaServer); service.CreateFire(Vector3.Zero, 2); var expectedPacket = new FirePacket(Vector3.Zero, 2); mtaServer.VerifyPacketSent(Packets.Enums.PacketId.PACKET_ID_FIRE, player, expectedPacket.Write()); }
public void CreateFire(Vector3 position, float size = 1.8f, Player?responsiblePlayer = null) { var packet = new FirePacket(position, size, responsiblePlayer?.Id, (ushort?)responsiblePlayer?.Client.Ping); this.server.BroadcastPacket(packet); }