コード例 #1
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 protected override void OnWrite()
 {
     GameNetworkMessage.WriteNetworkPeerReferenceToPacket(this.Peer);
     GameNetworkMessage.WriteAgentReferenceToPacket(this.BotAgent);
     GameNetworkMessage.WriteIntToPacket(this.Health, CompressionMission.AgentHealthCompressionInfo);
     GameNetworkMessage.WriteIntToPacket(this.MountHealth, CompressionMission.AgentHealthCompressionInfo);
 }
コード例 #2
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 protected override void OnWrite()
 {
     GameNetworkMessage.WriteAgentReferenceToPacket(this.Agent);
     GameNetworkMessage.WriteMissionObjectReferenceToPacket((MissionObject)this.SpawnedItemEntity);
     GameNetworkMessage.WriteIntToPacket((int)this.SlotIndex, CompressionMission.ItemSlotCompressionInfo);
     GameNetworkMessage.WriteBoolToPacket(this.RemoveWeapon);
 }
コード例 #3
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 protected override void OnWrite()
 {
     GameNetworkMessage.WriteAgentReferenceToPacket(this.Agent);
     GameNetworkMessage.WriteIntToPacket((int)this.WeaponEquipmentIndex, CompressionMission.ItemSlotCompressionInfo);
     GameNetworkMessage.WriteIntToPacket((int)this.AmmoEquipmentIndex, CompressionMission.WieldSlotCompressionInfo);
     GameNetworkMessage.WriteIntToPacket((int)this.Ammo, CompressionMission.ItemDataCompressionInfo);
 }
 protected override void OnWrite()
 {
     GameNetworkMessage.WriteAgentReferenceToPacket(this.Agent);
     GameNetworkMessage.WriteIntToPacket((int)this.EquipmentIndex, CompressionMission.ItemSlotCompressionInfo);
     GameNetworkMessage.WriteIntToPacket(this.UsageIndex, CompressionMission.WeaponUsageIndexCompressionInfo);
     GameNetworkMessage.WriteIntToPacket((int)this.CurrentMovementFlagUsageDirection, CompressionMission.UsageDirectionCompressionInfo);
 }
 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);
 }
コード例 #6
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 protected override void OnWrite()
 {
     GameNetworkMessage.WriteAgentReferenceToPacket(this.Agent);
     GameNetworkMessage.WriteBoolToPacket(this.IsLeftHand);
     GameNetworkMessage.WriteBoolToPacket(this.IsWieldedInstantly);
     GameNetworkMessage.WriteBoolToPacket(this.IsWieldedOnSpawn);
     GameNetworkMessage.WriteIntToPacket((int)this.WieldedItemIndex, CompressionMission.WieldSlotCompressionInfo);
     GameNetworkMessage.WriteIntToPacket(this.MainHandCurrentUsageIndex, CompressionMission.WeaponUsageIndexCompressionInfo);
 }
コード例 #7
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 protected override void OnWrite()
 {
     GameNetworkMessage.WriteAgentReferenceToPacket(this.Agent);
     GameNetworkMessage.WriteActionSetReferenceToPacket(this.ActionSet, CompressionMission.ActionSetCompressionInfo);
     GameNetworkMessage.WriteIntToPacket(this.NumPaces, CompressionMission.NumberOfPacesCompressionInfo);
     GameNetworkMessage.WriteIntToPacket(this.MonsterUsageSetIndex, CompressionMission.MonsterUsageSetCompressionInfo);
     GameNetworkMessage.WriteFloatToPacket(this.WalkingSpeedLimit, CompressionMission.WalkingSpeedLimitCompressionInfo);
     GameNetworkMessage.WriteFloatToPacket(this.CrouchWalkingSpeedLimit, CompressionMission.WalkingSpeedLimitCompressionInfo);
     GameNetworkMessage.WriteFloatToPacket(this.StepSize, CompressionMission.StepSizeCompressionInfo);
 }
コード例 #8
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 protected override void OnWrite()
 {
     GameNetworkMessage.WriteAgentReferenceToPacket(this.Agent);
     GameNetworkMessage.WriteIntToPacket((int)this.EquipmentIndex, CompressionMission.ItemSlotCompressionInfo);
     GameNetworkMessage.WriteIntToPacket((int)this.WeaponSpawnFlags, CompressionMission.SpawnedItemWeaponSpawnFlagCompressionInfo);
     if (this.WeaponSpawnFlags.HasAnyFlag <Mission.WeaponSpawnFlags>(Mission.WeaponSpawnFlags.WithPhysics))
     {
         GameNetworkMessage.WriteVec3ToPacket(this.Velocity, CompressionMission.SpawnedItemVelocityCompressionInfo);
         GameNetworkMessage.WriteVec3ToPacket(this.AngularVelocity, CompressionMission.SpawnedItemAngularVelocityCompressionInfo);
     }
     GameNetworkMessage.WriteIntToPacket(this.ForcedIndex, CompressionBasic.MissionObjectIDCompressionInfo);
 }
コード例 #9
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 protected override void OnWrite()
 {
     GameNetworkMessage.WriteIntToPacket(this.MissileIndex, CompressionMission.MissileCompressionInfo);
     GameNetworkMessage.WriteIntToPacket((int)this.CollisionReaction, CompressionMission.MissileCollisionReactionCompressionInfo);
     GameNetworkMessage.WriteAgentReferenceToPacket(this.AttackerAgent);
     if (this.CollisionReaction == Mission.MissileCollisionReaction.Stick || this.CollisionReaction == Mission.MissileCollisionReaction.BounceBack)
     {
         int num = this.AttachedAgent != null ? 1 : 0;
         GameNetworkMessage.WriteBoolToPacket(num != 0);
         if (num != 0)
         {
             GameNetworkMessage.WriteAgentReferenceToPacket(this.AttachedAgent);
             GameNetworkMessage.WriteBoolToPacket(this.AttachedToShield);
             if (!this.AttachedToShield)
             {
                 GameNetworkMessage.WriteIntToPacket((int)this.AttachedBoneIndex, CompressionMission.BoneIndexCompressionInfo);
             }
         }
         else
         {
             GameNetworkMessage.WriteMissionObjectReferenceToPacket(this.AttachedMissionObject);
         }
     }
     if (this.CollisionReaction != Mission.MissileCollisionReaction.BecomeInvisible && this.CollisionReaction != Mission.MissileCollisionReaction.PassThrough)
     {
         int num = this.AttachedAgent != null ? 1 : (this.AttachedMissionObject != null ? 1 : 0);
         GameNetworkMessage.WriteBoolToPacket(num != 0);
         if (num != 0)
         {
             GameNetworkMessage.WriteNonUniformTransformToPacket(this.AttachLocalFrame, CompressionBasic.BigRangeLowResLocalPositionCompressionInfo, CompressionBasic.LowResQuaternionCompressionInfo);
         }
         else
         {
             GameNetworkMessage.WriteNonUniformTransformToPacket(this.AttachLocalFrame, CompressionBasic.PositionCompressionInfo, CompressionBasic.LowResQuaternionCompressionInfo);
         }
     }
     if (this.CollisionReaction == Mission.MissileCollisionReaction.BounceBack)
     {
         GameNetworkMessage.WriteVec3ToPacket(this.BounceBackVelocity, CompressionMission.SpawnedItemVelocityCompressionInfo);
         GameNetworkMessage.WriteVec3ToPacket(this.BounceBackAngularVelocity, CompressionMission.SpawnedItemAngularVelocityCompressionInfo);
     }
     if (this.CollisionReaction != Mission.MissileCollisionReaction.Stick && this.CollisionReaction != Mission.MissileCollisionReaction.BounceBack)
     {
         return;
     }
     GameNetworkMessage.WriteIntToPacket(this.ForcedSpawnIndex, CompressionBasic.MissionObjectIDCompressionInfo);
 }
コード例 #10
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 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);
 }
コード例 #11
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 protected override void OnWrite()
 {
     GameNetworkMessage.WriteAgentReferenceToPacket(this.Agent);
     GameNetworkMessage.WriteStringToPacket(this.PrefabName);
     GameNetworkMessage.WriteIntToPacket((int)this.BoneIndex, CompressionMission.BoneIndexCompressionInfo);
 }
コード例 #12
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 protected override void OnWrite()
 {
     GameNetworkMessage.WriteAgentReferenceToPacket(this.Agent);
     ModuleNetworkData.WriteWeaponReferenceToPacket(this.Weapon);
     GameNetworkMessage.WriteIntToPacket((int)this.SlotIndex, CompressionMission.ItemSlotCompressionInfo);
 }
コード例 #13
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 protected override void OnWrite()
 {
     GameNetworkMessage.WriteAgentReferenceToPacket(this.Agent);
     GameNetworkMessage.WriteIntToPacket(this.AttachedIndex, CompressionMission.WeaponAttachmentIndexCompressionInfo);
     GameNetworkMessage.WriteIntToPacket(this.ForcedIndex, CompressionBasic.MissionObjectIDCompressionInfo);
 }
コード例 #14
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 protected override void OnWrite()
 {
     GameNetworkMessage.WriteAgentReferenceToPacket(this.Agent);
     GameNetworkMessage.WriteMissionObjectReferenceToPacket((MissionObject)this.UsableGameObject);
 }
コード例 #15
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 protected override void OnWrite()
 {
     GameNetworkMessage.WriteAgentReferenceToPacket(this.RequesterAgent);
     GameNetworkMessage.WriteAgentReferenceToPacket(this.RequestedAgent);
 }
 protected override void OnWrite()
 {
     GameNetworkMessage.WriteAgentReferenceToPacket(this.Agent);
     GameNetworkMessage.WriteIntToPacket(this.ComponentIndex, CompressionMission.AgentPrefabComponentIndexCompressionInfo);
     GameNetworkMessage.WriteBoolToPacket(this.Visibility);
 }
コード例 #17
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 protected override void OnWrite()
 {
     GameNetworkMessage.WriteAgentReferenceToPacket(this.Agent);
     GameNetworkMessage.WriteBoolToPacket(this.IsKilled);
     GameNetworkMessage.WriteIntToPacket(this.ActionCodeIndex.Index, CompressionBasic.ActionCodeCompressionInfo);
 }
コード例 #18
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 protected override void OnWrite()
 {
     GameNetworkMessage.WriteAgentReferenceToPacket(this.AgentToTest);
     GameNetworkMessage.WriteFloatToPacket(this.ScaleToTest, CompressionMission.DebugScaleValueCompressionInfo);
 }
コード例 #19
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 protected override void OnWrite()
 {
     GameNetworkMessage.WriteAgentReferenceToPacket(this.Agent);
     GameNetworkMessage.WriteNetworkPeerReferenceToPacket(this.Peer);
 }
コード例 #20
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 protected override void OnWrite()
 {
     GameNetworkMessage.WriteAgentReferenceToPacket(this.Agent);
     GameNetworkMessage.WriteIntToPacket(this.FormationIndex, CompressionOrder.FormationClassCompressionInfo);
 }
コード例 #21
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 protected override void OnWrite()
 {
     GameNetworkMessage.WriteAgentReferenceToPacket(this.Agent);
     GameNetworkMessage.WriteIntToPacket((int)this.EquipmentIndex, CompressionMission.ItemSlotCompressionInfo);
     GameNetworkMessage.WriteIntToPacket((int)this.ReloadPhase, CompressionMission.WeaponReloadPhaseCompressionInfo);
 }
コード例 #22
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 protected override void OnWrite()
 {
     GameNetworkMessage.WriteIntToPacket((int)this.OrderType, CompressionOrder.OrderTypeCompressionInfo);
     GameNetworkMessage.WriteAgentReferenceToPacket(this.Agent);
 }
コード例 #23
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 protected override void OnWrite()
 {
     GameNetworkMessage.WriteAgentReferenceToPacket(this.Agent);
     GameNetworkMessage.WriteVec2ToPacket(this.Position, CompressionBasic.PositionCompressionInfo);
 }
コード例 #24
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 protected override void OnWrite()
 {
     GameNetworkMessage.WriteAgentReferenceToPacket(this.Agent);
     GameNetworkMessage.WriteBoolToPacket(this.IsPlayer);
 }
コード例 #25
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 protected override void OnWrite()
 {
     GameNetworkMessage.WriteAgentReferenceToPacket(this.Agent);
     GameNetworkMessage.WriteMBTeamReferenceToPacket(this.Team, CompressionMission.TeamCompressionInfo);
 }