using System;
using System.Collections.Generic;
using System.Text;
using GTA.Math;
using Lidgren.Network;
namespace RageCoop.Core
{
internal partial class Packets
{
///
/// For non-critical properties, synced every 20 frames.
///
internal class PedStateSync : Packet
{
public int ID { get; set; }
public int ModelHash { get; set; }
public byte[] Clothes { get; set; }
public int OwnerID { get; set; }
public Dictionary WeaponComponents { get; set; }
public byte WeaponTint { get;set; }
public override void Pack(NetOutgoingMessage message)
{
#region PacketToNetOutGoingMessage
message.Write((byte)PacketType.PedStateSync);
List byteArray = new List();
// Write ID
byteArray.AddInt(ID);
// Write model hash
byteArray.AddInt(ModelHash);
byteArray.AddRange(Clothes);
//Write OwnerID for this ped
byteArray.AddRange(BitConverter.GetBytes(OwnerID));
// Write player weapon components
if (WeaponComponents != null)
{
byteArray.Add(0x01);
byteArray.AddRange(BitConverter.GetBytes((ushort)WeaponComponents.Count));
foreach (KeyValuePair component in WeaponComponents)
{
byteArray.AddRange(BitConverter.GetBytes(component.Key));
byteArray.AddRange(BitConverter.GetBytes(component.Value));
}
}
else
{
// Player weapon doesn't have any components
byteArray.Add(0x00);
}
byteArray.Add(WeaponTint);
byte[] result = byteArray.ToArray();
message.Write(result.Length);
message.Write(result);
#endregion
}
public override void Unpack(byte[] array)
{
#region NetIncomingMessageToPacket
BitReader reader = new BitReader(array);
// Read player netHandle
ID = reader.ReadInt();
// Read player model hash
ModelHash = reader.ReadInt();
// Read player clothes
Clothes =reader.ReadByteArray(36);
// Read ped OwnerID
OwnerID= reader.ReadInt();
// Read player weapon components
if (reader.ReadBool())
{
WeaponComponents = new Dictionary();
ushort comCount = reader.ReadUShort();
for (ushort i = 0; i < comCount; i++)
{
WeaponComponents.Add(reader.ReadUInt(), reader.ReadBool());
}
}
WeaponTint=reader.ReadByte();
#endregion
}
}
internal class PedSync : Packet
{
public int ID { get; set; }
public PedDataFlags Flag { get; set; }
public int Health { get; set; }
public Vector3 Position { get; set; }
public Vector3 Rotation { get; set; }
public Vector3 Velocity { get; set; }
public Vector3 RotationVelocity { get; set; }
public byte Speed { get; set; }
public Vector3 AimCoords { get; set; }
public uint CurrentWeaponHash { get; set; }
public float Heading { get; set; }
public override void Pack(NetOutgoingMessage message)
{
#region PacketToNetOutGoingMessage
message.Write((byte)PacketType.PedSync);
List byteArray = new List();
// Write ped ID
byteArray.AddInt(ID);
// Write ped flags
byteArray.AddRange(BitConverter.GetBytes((ushort)Flag));
// Write ped health
byteArray.AddRange(BitConverter.GetBytes(Health));
// Write ped position
byteArray.AddVector3(Position);
// Write ped rotation
byteArray.AddVector3(Rotation);
// Write ped velocity
byteArray.AddVector3(Velocity);
if (Flag.HasPedFlag(PedDataFlags.IsRagdoll))
{
byteArray.AddVector3(RotationVelocity);
}
// Write ped speed
byteArray.Add(Speed);
// Write ped weapon hash
byteArray.AddRange(BitConverter.GetBytes(CurrentWeaponHash));
if (Flag.HasPedFlag(PedDataFlags.IsAiming))
{
// Write ped aim coords
byteArray.AddVector3(AimCoords);
}
byteArray.AddFloat(Heading);
byte[] result = byteArray.ToArray();
message.Write(result.Length);
message.Write(result);
#endregion
}
public override void Unpack(byte[] array)
{
#region NetIncomingMessageToPacket
BitReader reader = new BitReader(array);
// Read player netHandle
ID = reader.ReadInt();
// Read player flags
Flag = (PedDataFlags)reader.ReadUShort();
// Read player health
Health = reader.ReadInt();
// Read player position
Position = reader.ReadVector3();
// Read player rotation
Rotation = reader.ReadVector3();
// Read player velocity
Velocity = reader.ReadVector3();
// Read rotation velocity if in ragdoll
if (Flag.HasPedFlag(PedDataFlags.IsRagdoll))
{
RotationVelocity=reader.ReadVector3();
}
// Read player speed
Speed = reader.ReadByte();
// Read player weapon hash
CurrentWeaponHash = reader.ReadUInt();
// Try to read aim coords
if (Flag.HasPedFlag(PedDataFlags.IsAiming))
{
// Read player aim coords
AimCoords = reader.ReadVector3();
}
Heading=reader.ReadFloat();
#endregion
}
}
}
}