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.UsableMachine = GameNetworkMessage.ReadMissionObjectReferenceFromPacket(ref bufferReadValid) as UsableMachine; this.Distance = GameNetworkMessage.ReadFloatFromPacket(CompressionBasic.PositionCompressionInfo, ref bufferReadValid); return(bufferReadValid); }
protected override bool OnRead() { bool bufferReadValid = true; this.MissionObject = GameNetworkMessage.ReadMissionObjectReferenceFromPacket(ref bufferReadValid); this.Frame = GameNetworkMessage.ReadMatrixFrameFromPacket(ref bufferReadValid); return(bufferReadValid); }
protected override bool OnRead() { bool bufferReadValid = true; this.SpawnedItemEntity = GameNetworkMessage.ReadMissionObjectReferenceFromPacket(ref bufferReadValid); this.ConsumedAmount = (short)GameNetworkMessage.ReadIntFromPacket(CompressionGeneric.ItemDataValueCompressionInfo, ref bufferReadValid); return(bufferReadValid); }
protected override bool OnRead() { bool bufferReadValid = true; this.StonePile = GameNetworkMessage.ReadMissionObjectReferenceFromPacket(ref bufferReadValid) as StonePile; this.AmmoCount = GameNetworkMessage.ReadIntFromPacket(CompressionMission.RangedSiegeWeaponAmmoCompressionInfo, ref bufferReadValid); return(bufferReadValid); }
protected override bool OnRead() { bool bufferReadValid = true; this.MissionObject = GameNetworkMessage.ReadMissionObjectReferenceFromPacket(ref bufferReadValid); this.Progress = GameNetworkMessage.ReadFloatFromPacket(CompressionBasic.UnitVectorCompressionInfo, ref bufferReadValid); return(bufferReadValid); }
protected override bool OnRead() { bool bufferReadValid = true; this.MissionObject = GameNetworkMessage.ReadMissionObjectReferenceFromPacket(ref bufferReadValid); this.Hitpoints = GameNetworkMessage.ReadFloatFromPacket(CompressionMission.UsableGameObjectHealthCompressionInfo, ref bufferReadValid); return(bufferReadValid); }
protected override bool OnRead() { bool bufferReadValid = true; this.UsableGameObject = GameNetworkMessage.ReadMissionObjectReferenceFromPacket(ref bufferReadValid) as UsableMissionObject; this.IsDisabledForPlayers = 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.RangedSiegeWeapon = GameNetworkMessage.ReadMissionObjectReferenceFromPacket(ref bufferReadValid) as RangedSiegeWeapon; this.State = (RangedSiegeWeapon.WeaponState)GameNetworkMessage.ReadIntFromPacket(CompressionMission.RangedSiegeWeaponStateCompressionInfo, ref bufferReadValid); return(bufferReadValid); }
protected override bool OnRead() { bool bufferReadValid = true; this.UsableGameObject = GameNetworkMessage.ReadMissionObjectReferenceFromPacket(ref bufferReadValid) as UsableMissionObject; this.UsedObjectPreferenceIndex = GameNetworkMessage.ReadIntFromPacket(CompressionMission.WieldSlotCompressionInfo, ref bufferReadValid); return(bufferReadValid); }
protected override bool OnRead() { bool bufferReadValid = true; this.SiegeLadder = GameNetworkMessage.ReadMissionObjectReferenceFromPacket(ref bufferReadValid) as SiegeLadder; this.State = (SiegeLadder.LadderState)GameNetworkMessage.ReadIntFromPacket(CompressionMission.SiegeLadderStateCompressionInfo, ref bufferReadValid); return(bufferReadValid); }
protected override bool OnRead() { bool bufferReadValid = true; this.SpawnedWeapon = GameNetworkMessage.ReadMissionObjectReferenceFromPacket(ref bufferReadValid) as SpawnedItemEntity; this.AttachmentIndex = GameNetworkMessage.ReadIntFromPacket(CompressionMission.WeaponAttachmentIndexCompressionInfo, ref bufferReadValid); this.ForcedIndex = GameNetworkMessage.ReadIntFromPacket(CompressionBasic.MissionObjectIDCompressionInfo, ref bufferReadValid); return(bufferReadValid); }
protected override bool OnRead() { bool bufferReadValid = true; this.MissionObject = GameNetworkMessage.ReadMissionObjectReferenceFromPacket(ref bufferReadValid); this.BodyFlags = (BodyFlags)GameNetworkMessage.ReadIntFromPacket(CompressionBasic.FlagsCompressionInfo, ref bufferReadValid); this.ApplyToChildren = GameNetworkMessage.ReadBoolFromPacket(ref bufferReadValid); return(bufferReadValid); }
protected override bool OnRead() { bool bufferReadValid = true; this.MissionObject = GameNetworkMessage.ReadMissionObjectReferenceFromPacket(ref bufferReadValid); this.Frame = GameNetworkMessage.ReadMatrixFrameFromPacket(ref bufferReadValid); this.Duration = GameNetworkMessage.ReadFloatFromPacket(CompressionMission.FlagCapturePointDurationCompressionInfo, ref bufferReadValid); return(bufferReadValid); }
protected override bool OnRead() { bool bufferReadValid = true; this.ObjectId = GameNetworkMessage.ReadMissionObjectIdFromPacket(ref bufferReadValid); this.Parent = GameNetworkMessage.ReadMissionObjectReferenceFromPacket(ref bufferReadValid); this.Frame = GameNetworkMessage.ReadNonUniformTransformFromPacket(CompressionBasic.PositionCompressionInfo, CompressionBasic.LowResQuaternionCompressionInfo, ref bufferReadValid); return(bufferReadValid); }
protected override bool OnRead() { bool bufferReadValid = true; this.MissionObject = GameNetworkMessage.ReadMissionObjectReferenceFromPacket(ref bufferReadValid); this.Color = GameNetworkMessage.ReadUintFromPacket(CompressionGeneric.ColorCompressionInfo, ref bufferReadValid); this.Color2 = GameNetworkMessage.ReadUintFromPacket(CompressionGeneric.ColorCompressionInfo, ref bufferReadValid); return(bufferReadValid); }
protected override bool OnRead() { bool bufferReadValid = true; this.UsableMachine = GameNetworkMessage.ReadMissionObjectReferenceFromPacket(ref bufferReadValid) as UsableMachine; this.HorizontalRotation = GameNetworkMessage.ReadFloatFromPacket(CompressionBasic.HighResRadianCompressionInfo, ref bufferReadValid); this.VerticalRotation = GameNetworkMessage.ReadFloatFromPacket(CompressionBasic.HighResRadianCompressionInfo, ref bufferReadValid); return(bufferReadValid); }
protected override bool OnRead() { bool bufferReadValid = true; this.MissionObject = GameNetworkMessage.ReadMissionObjectReferenceFromPacket(ref bufferReadValid); this.LocalSpace = GameNetworkMessage.ReadBoolFromPacket(ref bufferReadValid); this.Position = GameNetworkMessage.ReadVec3FromPacket(this.LocalSpace ? CompressionBasic.LocalPositionCompressionInfo : CompressionBasic.PositionCompressionInfo, ref bufferReadValid); this.Impulse = GameNetworkMessage.ReadVec3FromPacket(CompressionBasic.ImpulseCompressionInfo, 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.MissionObject = GameNetworkMessage.ReadMissionObjectReferenceFromPacket(ref bufferReadValid); this.ChannelNo = GameNetworkMessage.ReadBoolFromPacket(ref bufferReadValid) ? 1 : 0; this.AnimationIndex = GameNetworkMessage.ReadIntFromPacket(CompressionBasic.AnimationIndexCompressionInfo, ref bufferReadValid); this.AnimationSpeed = GameNetworkMessage.ReadBoolFromPacket(ref bufferReadValid) ? GameNetworkMessage.ReadFloatFromPacket(CompressionBasic.AnimationSpeedCompressionInfo, ref bufferReadValid) : 1f; return(bufferReadValid); }
protected override bool OnRead() { bool bufferReadValid = true; this.MissionObject = GameNetworkMessage.ReadMissionObjectReferenceFromPacket(ref bufferReadValid); this.BeginKey = GameNetworkMessage.ReadIntFromPacket(CompressionBasic.AnimationKeyCompressionInfo, ref bufferReadValid); this.EndKey = GameNetworkMessage.ReadIntFromPacket(CompressionBasic.AnimationKeyCompressionInfo, ref bufferReadValid); this.Speed = GameNetworkMessage.ReadFloatFromPacket(CompressionBasic.VertexAnimationSpeedCompressionInfo, ref bufferReadValid); return(bufferReadValid); }
protected override bool OnRead() { bool bufferReadValid = true; this.MissionObject = GameNetworkMessage.ReadMissionObjectReferenceFromPacket(ref bufferReadValid); this.DestructionLevel = GameNetworkMessage.ReadIntFromPacket(CompressionMission.UsableGameObjectDestructionStateCompressionInfo, ref bufferReadValid); this.ForcedIndex = GameNetworkMessage.ReadBoolFromPacket(ref bufferReadValid) ? GameNetworkMessage.ReadIntFromPacket(CompressionBasic.MissionObjectIDCompressionInfo, ref bufferReadValid) : -1; this.BlowMagnitude = GameNetworkMessage.ReadFloatFromPacket(CompressionMission.UsableGameObjectBlowMagnitude, ref bufferReadValid); this.BlowPosition = GameNetworkMessage.ReadVec3FromPacket(CompressionBasic.PositionCompressionInfo, ref bufferReadValid); this.BlowDirection = GameNetworkMessage.ReadVec3FromPacket(CompressionMission.UsableGameObjectBlowDirection, ref bufferReadValid); return(bufferReadValid); }
protected override bool OnRead() { bool bufferReadValid = true; this.Weapon = ModuleNetworkData.ReadWeaponReferenceFromPacket(MBObjectManager.Instance, ref bufferReadValid); this.Frame = GameNetworkMessage.ReadMatrixFrameFromPacket(ref bufferReadValid); this.WeaponSpawnFlags = (Mission.WeaponSpawnFlags)GameNetworkMessage.ReadIntFromPacket(CompressionMission.SpawnedItemWeaponSpawnFlagCompressionInfo, ref bufferReadValid); this.ForcedIndex = GameNetworkMessage.ReadIntFromPacket(CompressionBasic.MissionObjectIDCompressionInfo, ref bufferReadValid); this.ParentMissionObject = GameNetworkMessage.ReadMissionObjectReferenceFromPacket(ref bufferReadValid); this.IsVisible = GameNetworkMessage.ReadBoolFromPacket(ref bufferReadValid); this.HasLifeTime = GameNetworkMessage.ReadBoolFromPacket(ref bufferReadValid); return(bufferReadValid); }
protected override bool OnRead() { bool bufferReadValid = true; this.MissionObject = GameNetworkMessage.ReadMissionObjectReferenceFromPacket(ref bufferReadValid); bool flag = GameNetworkMessage.ReadBoolFromPacket(ref bufferReadValid); if (bufferReadValid) { this.ChannelNo = flag ? 1 : 0; } this.Parameter = GameNetworkMessage.ReadFloatFromPacket(CompressionBasic.UnitVectorCompressionInfo, ref bufferReadValid); return(bufferReadValid); }
protected override bool OnRead() { bool bufferReadValid = true; this.Weapon = ModuleNetworkData.ReadWeaponReferenceFromPacket(MBObjectManager.Instance, ref bufferReadValid); this.MissionObject = GameNetworkMessage.ReadMissionObjectReferenceFromPacket(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.MissionObject = GameNetworkMessage.ReadMissionObjectReferenceFromPacket(ref bufferReadValid); Vec3 s = GameNetworkMessage.ReadVec3FromPacket(CompressionBasic.UnitVectorCompressionInfo, ref bufferReadValid); Vec3 f = GameNetworkMessage.ReadVec3FromPacket(CompressionBasic.UnitVectorCompressionInfo, ref bufferReadValid); Vec3 u = GameNetworkMessage.ReadVec3FromPacket(CompressionBasic.UnitVectorCompressionInfo, ref bufferReadValid); Vec3 scalingVector = GameNetworkMessage.ReadVec3FromPacket(CompressionBasic.ScaleCompressionInfo, ref bufferReadValid); Vec3 o = GameNetworkMessage.ReadVec3FromPacket(CompressionBasic.PositionCompressionInfo, ref bufferReadValid); if (bufferReadValid) { this.Frame = new MatrixFrame(new Mat3(s, f, u), o); this.Frame.Scale(scalingVector); } 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); }