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