
This gonna reduce the tedious work needed to add a new sync, also beings a performance boost Ped, projectile sync will be updated later
74 lines
1.7 KiB
C#
74 lines
1.7 KiB
C#
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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internal class ProjectileSync : Packet
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{
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public override PacketType Type => PacketType.ProjectileSync;
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public int ID { get; set; }
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public int ShooterID { get; set; }
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public uint WeaponHash { get; set; }
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public LVector3 Position { get; set; }
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public LVector3 Rotation { get; set; }
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public LVector3 Velocity { get; set; }
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public ProjectileDataFlags Flags { get; set; }
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protected override void Serialize(NetOutgoingMessage m)
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{
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// Write id
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m.Write(ID);
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// Write ShooterID
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m.Write(ShooterID);
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m.Write(WeaponHash);
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// Write position
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m.Write(Position);
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// Write rotation
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m.Write(Rotation);
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// Write velocity
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m.Write(Velocity);
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m.Write((byte)Flags);
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}
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public override void Deserialize(NetIncomingMessage m)
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{
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#region NetIncomingMessageToPacket
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// Read id
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ID = m.ReadInt32();
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// Read ShooterID
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ShooterID = m.ReadInt32();
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WeaponHash = m.ReadUInt32();
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// Read position
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Position = m.ReadVector3();
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// Read rotation
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Rotation = m.ReadVector3();
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// Read velocity
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Velocity = m.ReadVector3();
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Flags = (ProjectileDataFlags)m.ReadByte();
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#endregion
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}
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}
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}
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} |