protected override bool OnRead() { bool bufferReadValid = true; this.Character = (BasicCharacterObject)GameNetworkMessage.ReadObjectReferenceFromPacket(MBObjectManager.Instance, CompressionBasic.GUIDCompressionInfo, ref bufferReadValid); this.Monster = (Monster)GameNetworkMessage.ReadObjectReferenceFromPacket(MBObjectManager.Instance, CompressionBasic.GUIDCompressionInfo, ref bufferReadValid); this.AgentIndex = GameNetworkMessage.ReadAgentIndexFromPacket(CompressionMission.AgentCompressionInfo, ref bufferReadValid); this.MountAgentIndex = GameNetworkMessage.ReadAgentIndexFromPacket(CompressionMission.AgentCompressionInfo, ref bufferReadValid); this.Peer = GameNetworkMessage.ReadNetworkPeerReferenceFromPacket(ref bufferReadValid); this.SpawnEquipment = new Equipment(); this.SpawnMissionEquipment = new MissionEquipment(); for (EquipmentIndex index = EquipmentIndex.WeaponItemBeginSlot; index < EquipmentIndex.NumAllWeaponSlots; ++index) { this.SpawnMissionEquipment[index] = ModuleNetworkData.ReadWeaponReferenceFromPacket(MBObjectManager.Instance, ref bufferReadValid); } for (EquipmentIndex equipmentIndex = EquipmentIndex.NumAllWeaponSlots; equipmentIndex < EquipmentIndex.NumEquipmentSetSlots; ++equipmentIndex) { this.SpawnEquipment.AddEquipmentToSlotWithoutAgent(equipmentIndex, ModuleNetworkData.ReadItemReferenceFromPacket(MBObjectManager.Instance, ref bufferReadValid)); } this.IsPlayerAgent = GameNetworkMessage.ReadBoolFromPacket(ref bufferReadValid); this.BodyPropertiesSeed = !this.IsPlayerAgent ? GameNetworkMessage.ReadIntFromPacket(CompressionGeneric.RandomSeedCompressionInfo, ref bufferReadValid) : 0; this.BodyPropertiesValue = GameNetworkMessage.ReadBodyPropertiesFromPacket(ref bufferReadValid); this.IsFemale = GameNetworkMessage.ReadBoolFromPacket(ref bufferReadValid); this.Team = GameNetworkMessage.ReadTeamReferenceFromPacket(ref bufferReadValid); this.Position = GameNetworkMessage.ReadVec3FromPacket(CompressionBasic.PositionCompressionInfo, ref bufferReadValid); this.Direction = GameNetworkMessage.ReadVec2FromPacket(CompressionBasic.UnitVectorCompressionInfo, ref bufferReadValid).Normalized(); this.FormationIndex = GameNetworkMessage.ReadIntFromPacket(CompressionOrder.FormationClassCompressionInfo, ref bufferReadValid); this.ClothingColor1 = GameNetworkMessage.ReadUintFromPacket(CompressionGeneric.ColorCompressionInfo, ref bufferReadValid); this.ClothingColor2 = GameNetworkMessage.ReadUintFromPacket(CompressionGeneric.ColorCompressionInfo, ref bufferReadValid); return(bufferReadValid); }
protected override bool OnRead() { bool bufferReadValid = true; this.Peer = GameNetworkMessage.ReadNetworkPeerReferenceFromPacket(ref bufferReadValid); this.Team = GameNetworkMessage.ReadTeamReferenceFromPacket(ref bufferReadValid); return(bufferReadValid); }
protected override bool OnRead() { bool bufferReadValid = true; this.FlagIndex = GameNetworkMessage.ReadIntFromPacket(CompressionMission.FlagCapturePointIndexCompressionInfo, ref bufferReadValid); this.OwnerTeam = GameNetworkMessage.ReadTeamReferenceFromPacket(ref bufferReadValid); return(bufferReadValid); }
protected override bool OnRead() { bool bufferReadValid = true; this.FormationIndex = GameNetworkMessage.ReadIntFromPacket(CompressionOrder.FormationClassCompressionInfo, ref bufferReadValid); this.Team = GameNetworkMessage.ReadTeamReferenceFromPacket(ref bufferReadValid); this.BannerCode = GameNetworkMessage.ReadStringFromPacket(ref bufferReadValid); return(bufferReadValid); }
protected override bool OnRead() { bool bufferReadValid = true; this.AutoAssign = GameNetworkMessage.ReadBoolFromPacket(ref bufferReadValid); if (!this.AutoAssign) { this.Team = GameNetworkMessage.ReadTeamReferenceFromPacket(ref bufferReadValid); } return(bufferReadValid); }