public static VehicleData ReadUnoccupiedVehicleSync(byte[] array) { var r = new BitReader(array); var data = new VehicleData(); // Read vehicle's nethandle. data.VehicleHandle = r.ReadInt32(); // Read position, rotation and velocity. Vector3 position = new Vector3(); Vector3 rotation = new Vector3(); Vector3 velocity = new Vector3(); position.X = r.ReadSingle(); position.Y = r.ReadSingle(); position.Z = r.ReadSingle(); rotation.X = r.ReadSingle(); rotation.Y = r.ReadSingle(); rotation.Z = r.ReadSingle(); velocity.X = r.ReadSingle(); velocity.Y = r.ReadSingle(); velocity.Z = r.ReadSingle(); data.Position = position; data.Quaternion = rotation; data.Velocity = velocity; // Read vehicle health data.VehicleHealth = r.ReadInt16(); // Read is dead if (r.ReadBoolean()) { data.Flag = (short)VehicleDataFlags.VehicleDead; } else { data.Flag = 0; } // Read tyre states data.PlayerHealth = r.ReadByte(); // Read vehicle damage model data.DamageModel = new VehicleDamageModel(); data.DamageModel.BrokenDoors = r.ReadByte(); data.DamageModel.BrokenWindows = r.ReadByte(); return(data); }
public static VehicleData ReadLightVehicleSync(byte[] array) { var data = new VehicleData(); var r = new BitReader(array); // Read player nethandle data.NetHandle = r.ReadInt32(); // read model data.PedModelHash = r.ReadInt32(); // read vehicle handle data.VehicleHandle = r.ReadInt32(); // read vehicle seat data.VehicleSeat = (sbyte)r.ReadByte(); // read gun model. data.WeaponHash = r.ReadInt32(); // Read vehicle damage model if (r.ReadBoolean()) { data.DamageModel = new VehicleDamageModel(); data.DamageModel.BrokenDoors = r.ReadByte(); data.DamageModel.BrokenWindows = r.ReadByte(); data.DamageModel.BrokenLights = r.ReadInt32(); } // Does he have a traielr? if (r.ReadBoolean()) { Vector3 trailerPos = new Vector3(); trailerPos.X = r.ReadSingle(); trailerPos.Y = r.ReadSingle(); trailerPos.Z = r.ReadSingle(); data.Trailer = trailerPos; } // Try to read latency if (r.CanRead(2)) { var latency = r.ReadInt16(); data.Latency = latency / 1000f; } return(data); }
public static PedData ReadLightPedSync(byte[] array) { var data = new PedData(); var r = new BitReader(array); // Read player nethandle data.NetHandle = r.ReadInt32(); // Read player model data.PedModelHash = r.ReadInt32(); // If we can, read latency if (r.CanRead(2)) { var latency = r.ReadInt16(); data.Latency = latency / 1000f; } return(data); }
public static VehicleData ReadPureVehicleSync(byte[] array) { var data = new VehicleData(); var r = new BitReader(array); // Read player nethandle data.NetHandle = r.ReadInt32(); // read health values data.PlayerHealth = r.ReadByte(); data.PedArmor = r.ReadByte(); // read flag data.Flag = r.ReadInt16(); // If we're shooting/aiming, read gun stuff if (CheckBit(data.Flag.Value, VehicleDataFlags.Shooting) || CheckBit(data.Flag.Value, VehicleDataFlags.HasAimData) || CheckBit(data.Flag.Value, VehicleDataFlags.Aiming)) { // read gun model data.WeaponHash = r.ReadInt32(); // read aim coordinates Vector3 aimCoords = new Vector3(); aimCoords.X = r.ReadSingle(); aimCoords.Y = r.ReadSingle(); aimCoords.Z = r.ReadSingle(); data.AimCoords = aimCoords; } // Are we the driver? if (CheckBit(data.Flag.Value, VehicleDataFlags.Driver)) { // Read position, rotation and velocity. Vector3 position = new Vector3(); Vector3 rotation = new Vector3(); Vector3 velocity = new Vector3(); position.X = r.ReadSingle(); position.Y = r.ReadSingle(); position.Z = r.ReadSingle(); rotation.X = r.ReadSingle(); rotation.Y = r.ReadSingle(); rotation.Z = r.ReadSingle(); velocity.X = r.ReadSingle(); velocity.Y = r.ReadSingle(); velocity.Z = r.ReadSingle(); data.Position = position; data.Quaternion = rotation; data.Velocity = velocity; // Read car health data.VehicleHealth = r.ReadInt16(); // read RPM & steering angle byte rpmCompressed = r.ReadByte(); data.RPM = rpmCompressed / (float)byte.MaxValue; byte angleCompressed = r.ReadByte(); var angleDenorm = 120f * (angleCompressed / (float)byte.MaxValue); data.Steering = angleDenorm - 60f; } return(data); }