protected override bool OnRead() { bool bufferReadValid = true; this.Agent = GameNetworkMessage.ReadAgentReferenceFromPacket(ref bufferReadValid); this.IsSuccessful = GameNetworkMessage.ReadBoolFromPacket(ref bufferReadValid); return bufferReadValid; }
protected override bool OnRead() { bool bufferReadValid = true; this.MissileIndex = GameNetworkMessage.ReadIntFromPacket(CompressionMission.MissileCompressionInfo, ref bufferReadValid); this.Agent = GameNetworkMessage.ReadAgentReferenceFromPacket(ref bufferReadValid); this.WeaponIndex = (EquipmentIndex)GameNetworkMessage.ReadIntFromPacket(CompressionMission.WieldSlotCompressionInfo, ref bufferReadValid); if (this.WeaponIndex == EquipmentIndex.None) { this.Weapon = ModuleNetworkData.ReadMissileWeaponReferenceFromPacket(Game.Current.ObjectManager, ref bufferReadValid); } this.Position = GameNetworkMessage.ReadVec3FromPacket(CompressionBasic.PositionCompressionInfo, ref bufferReadValid); this.Direction = GameNetworkMessage.ReadVec3FromPacket(CompressionBasic.UnitVectorCompressionInfo, ref bufferReadValid); this.Speed = GameNetworkMessage.ReadFloatFromPacket(CompressionMission.MissileSpeedCompressionInfo, ref bufferReadValid); this.HasRigidBody = GameNetworkMessage.ReadBoolFromPacket(ref bufferReadValid); if (this.HasRigidBody) { this.Orientation = GameNetworkMessage.ReadRotationMatrixFromPacket(ref bufferReadValid); this.MissionObjectToIgnore = GameNetworkMessage.ReadMissionObjectReferenceFromPacket(ref bufferReadValid); } else { Vec3 f = GameNetworkMessage.ReadVec3FromPacket(CompressionBasic.UnitVectorCompressionInfo, ref bufferReadValid); this.Orientation = new Mat3(Vec3.Side, f, Vec3.Up); this.Orientation.Orthonormalize(); } this.IsPrimaryWeaponShot = GameNetworkMessage.ReadBoolFromPacket(ref bufferReadValid); return(bufferReadValid); }
protected override bool OnRead() { bool bufferReadValid = true; this.Agent = GameNetworkMessage.ReadAgentReferenceFromPacket(ref bufferReadValid); this.UsableGameObject = GameNetworkMessage.ReadMissionObjectReferenceFromPacket(ref bufferReadValid) as UsableMissionObject; return(bufferReadValid); }
protected override bool OnRead() { bool bufferReadValid = true; this.AgentToTest = GameNetworkMessage.ReadAgentReferenceFromPacket(ref bufferReadValid, true); this.ScaleToTest = GameNetworkMessage.ReadFloatFromPacket(CompressionMission.DebugScaleValueCompressionInfo, ref bufferReadValid); return(bufferReadValid); }
protected override bool OnRead() { bool bufferReadValid = true; this.Agent = GameNetworkMessage.ReadAgentReferenceFromPacket(ref bufferReadValid); this.SlotIndex = (EquipmentIndex)GameNetworkMessage.ReadIntFromPacket(CompressionMission.ItemSlotCompressionInfo, ref bufferReadValid); return(bufferReadValid); }
protected override bool OnRead() { bool bufferReadValid = true; this.Agent = GameNetworkMessage.ReadAgentReferenceFromPacket(ref bufferReadValid); this.Health = GameNetworkMessage.ReadIntFromPacket(CompressionMission.AgentHealthCompressionInfo, ref bufferReadValid); return(bufferReadValid); }
protected override bool OnRead() { bool bufferReadValid = true; this.OrderType = (OrderType)GameNetworkMessage.ReadIntFromPacket(CompressionOrder.OrderTypeCompressionInfo, ref bufferReadValid); this.Agent = GameNetworkMessage.ReadAgentReferenceFromPacket(ref bufferReadValid); return(bufferReadValid); }
protected override bool OnRead() { bool bufferReadValid = true; this.Agent = GameNetworkMessage.ReadAgentReferenceFromPacket(ref bufferReadValid); this.Position = GameNetworkMessage.ReadVec2FromPacket(CompressionBasic.PositionCompressionInfo, ref bufferReadValid); return(bufferReadValid); }
protected override bool OnRead() { bool bufferReadValid = true; this.RequesterAgent = GameNetworkMessage.ReadAgentReferenceFromPacket(ref bufferReadValid); this.RequestedAgent = GameNetworkMessage.ReadAgentReferenceFromPacket(ref bufferReadValid); return(bufferReadValid); }
protected override bool OnRead() { bool bufferReadValid = true; this.Agent = GameNetworkMessage.ReadAgentReferenceFromPacket(ref bufferReadValid); this.IsKilled = GameNetworkMessage.ReadBoolFromPacket(ref bufferReadValid); this.ActionCodeIndex = new ActionIndexCache(GameNetworkMessage.ReadIntFromPacket(CompressionBasic.ActionCodeCompressionInfo, ref bufferReadValid)); return(bufferReadValid); }
protected override bool OnRead() { bool bufferReadValid = true; this.Agent = GameNetworkMessage.ReadAgentReferenceFromPacket(ref bufferReadValid, true); this.Weapon = ModuleNetworkData.ReadWeaponReferenceFromPacket(MBObjectManager.Instance, ref bufferReadValid); this.SlotIndex = (EquipmentIndex)GameNetworkMessage.ReadIntFromPacket(CompressionMission.ItemSlotCompressionInfo, ref bufferReadValid); return(bufferReadValid); }
protected override bool OnRead() { bool bufferReadValid = true; this.Agent = GameNetworkMessage.ReadAgentReferenceFromPacket(ref bufferReadValid); this.PrefabName = GameNetworkMessage.ReadStringFromPacket(ref bufferReadValid); this.BoneIndex = (sbyte)GameNetworkMessage.ReadIntFromPacket(CompressionMission.BoneIndexCompressionInfo, ref bufferReadValid); return(bufferReadValid); }
protected override bool OnRead() { bool bufferReadValid = true; this.Agent = GameNetworkMessage.ReadAgentReferenceFromPacket(ref bufferReadValid); this.ComponentIndex = GameNetworkMessage.ReadIntFromPacket(CompressionMission.AgentPrefabComponentIndexCompressionInfo, ref bufferReadValid); this.Visibility = GameNetworkMessage.ReadBoolFromPacket(ref bufferReadValid); return(bufferReadValid); }
protected override bool OnRead() { bool bufferReadValid = true; this.Agent = GameNetworkMessage.ReadAgentReferenceFromPacket(ref bufferReadValid); this.AttachedIndex = GameNetworkMessage.ReadIntFromPacket(CompressionMission.WeaponAttachmentIndexCompressionInfo, ref bufferReadValid); this.ForcedIndex = GameNetworkMessage.ReadIntFromPacket(CompressionBasic.MissionObjectIDCompressionInfo, ref bufferReadValid); return(bufferReadValid); }
protected override bool OnRead() { bool bufferReadValid = true; this.Agent = GameNetworkMessage.ReadAgentReferenceFromPacket(ref bufferReadValid); this.EquipmentIndex = (EquipmentIndex)GameNetworkMessage.ReadIntFromPacket(CompressionMission.ItemSlotCompressionInfo, ref bufferReadValid); this.UsageIndex = (int)(short)GameNetworkMessage.ReadIntFromPacket(CompressionMission.WeaponUsageIndexCompressionInfo, ref bufferReadValid); this.CurrentMovementFlagUsageDirection = (Agent.UsageDirection)GameNetworkMessage.ReadIntFromPacket(CompressionMission.UsageDirectionCompressionInfo, ref bufferReadValid); return(bufferReadValid); }
protected override bool OnRead() { bool bufferReadValid = true; this.Agent = GameNetworkMessage.ReadAgentReferenceFromPacket(ref bufferReadValid, true); this.SpawnedItemEntity = GameNetworkMessage.ReadMissionObjectReferenceFromPacket(ref bufferReadValid) as SpawnedItemEntity; this.SlotIndex = (EquipmentIndex)GameNetworkMessage.ReadIntFromPacket(CompressionMission.ItemSlotCompressionInfo, ref bufferReadValid); this.RemoveWeapon = GameNetworkMessage.ReadBoolFromPacket(ref bufferReadValid); return(bufferReadValid); }
protected override bool OnRead() { bool bufferReadValid = true; this.Agent = GameNetworkMessage.ReadAgentReferenceFromPacket(ref bufferReadValid); this.IsLeftHand = GameNetworkMessage.ReadBoolFromPacket(ref bufferReadValid); this.IsWieldedInstantly = GameNetworkMessage.ReadBoolFromPacket(ref bufferReadValid); this.IsWieldedOnSpawn = GameNetworkMessage.ReadBoolFromPacket(ref bufferReadValid); this.WieldedItemIndex = (EquipmentIndex)GameNetworkMessage.ReadIntFromPacket(CompressionMission.WieldSlotCompressionInfo, ref bufferReadValid); this.MainHandCurrentUsageIndex = GameNetworkMessage.ReadIntFromPacket(CompressionMission.WeaponUsageIndexCompressionInfo, ref bufferReadValid); return(bufferReadValid); }
protected override bool OnRead() { bool bufferReadValid = true; this.Agent = GameNetworkMessage.ReadAgentReferenceFromPacket(ref bufferReadValid); this.ActionSet = GameNetworkMessage.ReadActionSetReferenceFromPacket(CompressionMission.ActionSetCompressionInfo, ref bufferReadValid); this.NumPaces = GameNetworkMessage.ReadIntFromPacket(CompressionMission.NumberOfPacesCompressionInfo, ref bufferReadValid); this.MonsterUsageSetIndex = GameNetworkMessage.ReadIntFromPacket(CompressionMission.MonsterUsageSetCompressionInfo, ref bufferReadValid); this.WalkingSpeedLimit = GameNetworkMessage.ReadFloatFromPacket(CompressionMission.WalkingSpeedLimitCompressionInfo, ref bufferReadValid); this.CrouchWalkingSpeedLimit = GameNetworkMessage.ReadFloatFromPacket(CompressionMission.WalkingSpeedLimitCompressionInfo, ref bufferReadValid); this.StepSize = GameNetworkMessage.ReadFloatFromPacket(CompressionMission.StepSizeCompressionInfo, ref bufferReadValid); return(bufferReadValid); }
protected override bool OnRead() { bool bufferReadValid = true; this.Weapon = ModuleNetworkData.ReadWeaponReferenceFromPacket(MBObjectManager.Instance, ref bufferReadValid); this.Agent = GameNetworkMessage.ReadAgentReferenceFromPacket(ref bufferReadValid); this.SlotIndex = (EquipmentIndex)GameNetworkMessage.ReadIntFromPacket(CompressionMission.ItemSlotCompressionInfo, ref bufferReadValid); Vec3 o = GameNetworkMessage.ReadVec3FromPacket(CompressionBasic.LocalPositionCompressionInfo, ref bufferReadValid); Mat3 rot = GameNetworkMessage.ReadRotationMatrixFromPacket(ref bufferReadValid); if (bufferReadValid) { this.AttachLocalFrame = new MatrixFrame(rot, o); } return(bufferReadValid); }
protected override bool OnRead() { bool bufferReadValid = true; this.MissileIndex = GameNetworkMessage.ReadIntFromPacket(CompressionMission.MissileCompressionInfo, ref bufferReadValid); this.CollisionReaction = (Mission.MissileCollisionReaction)GameNetworkMessage.ReadIntFromPacket(CompressionMission.MissileCollisionReactionCompressionInfo, ref bufferReadValid); this.AttackerAgent = GameNetworkMessage.ReadAgentReferenceFromPacket(ref bufferReadValid, true); this.AttachedAgent = (Agent)null; this.AttachedToShield = false; this.AttachedBoneIndex = (sbyte)-1; this.AttachedMissionObject = (MissionObject)null; if (this.CollisionReaction == Mission.MissileCollisionReaction.Stick || this.CollisionReaction == Mission.MissileCollisionReaction.BounceBack) { if (GameNetworkMessage.ReadBoolFromPacket(ref bufferReadValid)) { this.AttachedAgent = GameNetworkMessage.ReadAgentReferenceFromPacket(ref bufferReadValid, true); this.AttachedToShield = GameNetworkMessage.ReadBoolFromPacket(ref bufferReadValid); if (!this.AttachedToShield) { this.AttachedBoneIndex = (sbyte)GameNetworkMessage.ReadIntFromPacket(CompressionMission.BoneIndexCompressionInfo, ref bufferReadValid); } } else { this.AttachedMissionObject = GameNetworkMessage.ReadMissionObjectReferenceFromPacket(ref bufferReadValid); } } this.AttachLocalFrame = this.CollisionReaction == Mission.MissileCollisionReaction.BecomeInvisible || this.CollisionReaction == Mission.MissileCollisionReaction.PassThrough ? MatrixFrame.Identity : (!GameNetworkMessage.ReadBoolFromPacket(ref bufferReadValid) ? GameNetworkMessage.ReadNonUniformTransformFromPacket(CompressionBasic.PositionCompressionInfo, CompressionBasic.LowResQuaternionCompressionInfo, ref bufferReadValid) : GameNetworkMessage.ReadNonUniformTransformFromPacket(CompressionBasic.BigRangeLowResLocalPositionCompressionInfo, CompressionBasic.LowResQuaternionCompressionInfo, ref bufferReadValid)); if (this.CollisionReaction == Mission.MissileCollisionReaction.BounceBack) { this.BounceBackVelocity = GameNetworkMessage.ReadVec3FromPacket(CompressionMission.SpawnedItemVelocityCompressionInfo, ref bufferReadValid); this.BounceBackAngularVelocity = GameNetworkMessage.ReadVec3FromPacket(CompressionMission.SpawnedItemAngularVelocityCompressionInfo, ref bufferReadValid); } else { this.BounceBackVelocity = Vec3.Zero; this.BounceBackAngularVelocity = Vec3.Zero; } if (this.CollisionReaction == Mission.MissileCollisionReaction.Stick || this.CollisionReaction == Mission.MissileCollisionReaction.BounceBack) { this.ForcedSpawnIndex = GameNetworkMessage.ReadIntFromPacket(CompressionBasic.MissionObjectIDCompressionInfo, ref bufferReadValid); } return(bufferReadValid); }
protected override bool OnRead() { bool bufferReadValid = true; this.Agent = GameNetworkMessage.ReadAgentReferenceFromPacket(ref bufferReadValid, true); this.EquipmentIndex = (EquipmentIndex)GameNetworkMessage.ReadIntFromPacket(CompressionMission.ItemSlotCompressionInfo, ref bufferReadValid); this.WeaponSpawnFlags = (Mission.WeaponSpawnFlags)GameNetworkMessage.ReadIntFromPacket(CompressionMission.SpawnedItemWeaponSpawnFlagCompressionInfo, ref bufferReadValid); if (this.WeaponSpawnFlags.HasAnyFlag <Mission.WeaponSpawnFlags>(Mission.WeaponSpawnFlags.WithPhysics)) { this.Velocity = GameNetworkMessage.ReadVec3FromPacket(CompressionMission.SpawnedItemVelocityCompressionInfo, ref bufferReadValid); this.AngularVelocity = GameNetworkMessage.ReadVec3FromPacket(CompressionMission.SpawnedItemAngularVelocityCompressionInfo, ref bufferReadValid); } else { this.Velocity = Vec3.Zero; this.AngularVelocity = Vec3.Zero; } this.ForcedIndex = GameNetworkMessage.ReadIntFromPacket(CompressionBasic.MissionObjectIDCompressionInfo, ref bufferReadValid); return(bufferReadValid); }