Пример #1
0
        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);
        }
Пример #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 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()
 {
     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);
 }
Пример #5
0
 protected override void OnWrite()
 {
     GameNetworkMessage.WriteAgentReferenceToPacket(this.Agent);
     ModuleNetworkData.WriteWeaponReferenceToPacket(this.Weapon);
     GameNetworkMessage.WriteIntToPacket((int)this.SlotIndex, CompressionMission.ItemSlotCompressionInfo);
 }