示例#1
0
        public static void WriteWeaponReferenceToPacket(MissionWeapon weapon)
        {
            GameNetworkMessage.WriteBoolToPacket(weapon.IsEmpty);
            if (weapon.IsEmpty)
            {
                return;
            }
            GameNetworkMessage.WriteObjectReferenceToPacket((MBObjectBase)weapon.Item, CompressionBasic.GUIDCompressionInfo);
            GameNetworkMessage.WriteIntToPacket((int)weapon.RawDataForNetwork, CompressionGeneric.ItemDataValueCompressionInfo);
            GameNetworkMessage.WriteIntToPacket((int)weapon.ReloadPhase, CompressionMission.WeaponReloadPhaseCompressionInfo);
            GameNetworkMessage.WriteIntToPacket(weapon.CurrentUsageIndex, CompressionMission.WeaponUsageIndexCompressionInfo);
            int num1 = weapon.Banner != null ? 1 : 0;

            GameNetworkMessage.WriteBoolToPacket(num1 != 0);
            if (num1 != 0)
            {
                GameNetworkMessage.WriteStringToPacket(weapon.Banner.Serialize());
            }
            MissionWeapon ammoWeapon = weapon.AmmoWeapon;
            int           num2       = !ammoWeapon.IsEmpty ? 1 : 0;

            GameNetworkMessage.WriteBoolToPacket(num2 != 0);
            if (num2 == 0)
            {
                return;
            }
            GameNetworkMessage.WriteObjectReferenceToPacket((MBObjectBase)ammoWeapon.Item, CompressionBasic.GUIDCompressionInfo);
            GameNetworkMessage.WriteIntToPacket((int)ammoWeapon.RawDataForNetwork, CompressionGeneric.ItemDataValueCompressionInfo);
        }
示例#2
0
        protected override void OnWrite()
        {
            foreach (MultiplayerOptions.MultiplayerOption option in this._optionList)
            {
                MultiplayerOptions.OptionType optionType     = option.OptionType;
                MultiplayerOptionsProperty    optionProperty = optionType.GetOptionProperty();
                switch (optionProperty.OptionValueType)
                {
                case MultiplayerOptions.OptionValueType.Bool:
                    GameNetworkMessage.WriteBoolToPacket(optionType.GetBoolValue());
                    continue;

                case MultiplayerOptions.OptionValueType.Integer:
                case MultiplayerOptions.OptionValueType.Enum:
                    GameNetworkMessage.WriteIntToPacket(optionType.GetIntValue(), new CompressionInfo.Integer(optionProperty.BoundsMin, optionProperty.BoundsMax, true));
                    continue;

                case MultiplayerOptions.OptionValueType.String:
                    GameNetworkMessage.WriteStringToPacket(optionType.GetStrValue());
                    continue;

                default:
                    continue;
                }
            }
        }
示例#3
0
 protected override void OnWrite()
 {
     GameNetworkMessage.WriteMBTeamReferenceToPacket(this.Team, CompressionMission.TeamCompressionInfo);
     GameNetworkMessage.WriteIntToPacket((int)this.Side, CompressionMission.TeamSideCompressionInfo);
     GameNetworkMessage.WriteUintToPacket(this.Color, CompressionGeneric.ColorCompressionInfo);
     GameNetworkMessage.WriteUintToPacket(this.Color2, CompressionGeneric.ColorCompressionInfo);
     GameNetworkMessage.WriteStringToPacket(this.BannerCode);
     GameNetworkMessage.WriteBoolToPacket(this.IsPlayerGeneral);
     GameNetworkMessage.WriteBoolToPacket(this.IsPlayerSergeant);
 }
 protected override void OnWrite()
 {
     GameNetworkMessage.WriteMissionObjectIdToPacket(this.ObjectId);
     GameNetworkMessage.WriteStringToPacket(this.Prefab);
     GameNetworkMessage.WriteMatrixFrameToPacket(this.Frame);
     GameNetworkMessage.WriteIntToPacket(this.ChildObjectIds.Count, CompressionBasic.EntityChildCountCompressionInfo);
     foreach (MissionObjectId childObjectId in this.ChildObjectIds)
     {
         GameNetworkMessage.WriteMissionObjectIdToPacket(childObjectId);
     }
 }
        protected override void OnWrite()
        {
            GameNetworkMessage.WriteNetworkPeerReferenceToPacket(this.Peer);
            GameNetworkMessage.WriteUlongToPacket(this.ProvidedId.Part1, CompressionBasic.DebugULongNonCompressionInfo);
            GameNetworkMessage.WriteUlongToPacket(this.ProvidedId.Part2, CompressionBasic.DebugULongNonCompressionInfo);
            GameNetworkMessage.WriteUlongToPacket(this.ProvidedId.Part3, CompressionBasic.DebugULongNonCompressionInfo);
            GameNetworkMessage.WriteUlongToPacket(this.ProvidedId.Part4, CompressionBasic.DebugULongNonCompressionInfo);
            GameNetworkMessage.WriteStringToPacket(this.BannerCode);
            BodyProperties bodyProperties = this.BodyProperties;

            GameNetworkMessage.WriteBodyPropertiesToPacket(in bodyProperties);
            GameNetworkMessage.WriteIntToPacket(this.ChosenBadgeIndex, CompressionBasic.PlayerChosenBadgeCompressionInfo);
            GameNetworkMessage.WriteIntToPacket(this.ForcedAvatarIndex, CompressionBasic.ForcedAvatarIndexCompressionInfo);
        }
示例#6
0
 protected override void OnWrite()
 {
     GameNetworkMessage.WriteAgentReferenceToPacket(this.Agent);
     GameNetworkMessage.WriteStringToPacket(this.PrefabName);
     GameNetworkMessage.WriteIntToPacket((int)this.BoneIndex, CompressionMission.BoneIndexCompressionInfo);
 }
 protected override void OnWrite()
 {
     GameNetworkMessage.WriteStringToPacket(this.Message);
     GameNetworkMessage.WriteBoolToPacket(this.IsMessageTextId);
 }
 protected override void OnWrite()
 {
     GameNetworkMessage.WriteStringToPacket(this.GameType);
     GameNetworkMessage.WriteStringToPacket(this.Map);
 }
 protected override void OnWrite()
 {
     GameNetworkMessage.WriteNetworkPeerReferenceToPacket(this.Player);
     GameNetworkMessage.WriteStringToPacket(this.Message);
 }
示例#10
0
 protected override void OnWrite()
 {
     GameNetworkMessage.WriteIntToPacket(this.PlayerIndex, CompressionBasic.PlayerCompressionInfo);
     GameNetworkMessage.WriteStringToPacket(this.PlayerName);
 }
示例#11
0
 protected override void OnWrite()
 {
     GameNetworkMessage.WriteIntToPacket(this.FormationIndex, CompressionOrder.FormationClassCompressionInfo);
     GameNetworkMessage.WriteTeamReferenceToPacket(this.Team);
     GameNetworkMessage.WriteStringToPacket(this.BannerCode);
 }