Oops ... we don't have to create any new packages
This commit is contained in:
@ -446,20 +446,7 @@ namespace CoopServer
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}
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}
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NetOutgoingMessage outgoingMessage = MainNetServer.CreateMessage();
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NetOutgoingMessage outgoingMessage = MainNetServer.CreateMessage();
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new FullSyncPlayerPacket()
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packet.PacketToNetOutGoingMessage(outgoingMessage);
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{
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Player = packet.Player,
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ModelHash = packet.ModelHash,
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Props = packet.Props,
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Health = packet.Health,
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Position = packet.Position,
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Rotation = packet.Rotation,
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Velocity = packet.Velocity,
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Speed = packet.Speed,
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AimCoords = packet.AimCoords,
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CurrentWeaponHash = packet.CurrentWeaponHash,
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Flag = packet.Flag
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}.PacketToNetOutGoingMessage(outgoingMessage);
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MainNetServer.SendMessage(outgoingMessage, playerList, NetDeliveryMethod.ReliableOrdered, 0);
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MainNetServer.SendMessage(outgoingMessage, playerList, NetDeliveryMethod.ReliableOrdered, 0);
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}
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}
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@ -474,20 +461,7 @@ namespace CoopServer
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}
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}
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NetOutgoingMessage outgoingMessage = MainNetServer.CreateMessage();
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NetOutgoingMessage outgoingMessage = MainNetServer.CreateMessage();
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new FullSyncNpcPacket()
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packet.PacketToNetOutGoingMessage(outgoingMessage);
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{
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ID = packet.ID,
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ModelHash = packet.ModelHash,
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Props = packet.Props,
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Health = packet.Health,
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Position = packet.Position,
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Rotation = packet.Rotation,
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Velocity = packet.Velocity,
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Speed = packet.Speed,
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AimCoords = packet.AimCoords,
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CurrentWeaponHash = packet.CurrentWeaponHash,
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Flag = packet.Flag
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}.PacketToNetOutGoingMessage(outgoingMessage);
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MainNetServer.SendMessage(outgoingMessage, playerList, NetDeliveryMethod.ReliableOrdered, 0);
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MainNetServer.SendMessage(outgoingMessage, playerList, NetDeliveryMethod.ReliableOrdered, 0);
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}
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}
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@ -503,34 +477,19 @@ namespace CoopServer
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}
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}
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NetOutgoingMessage outgoingMessage = MainNetServer.CreateMessage();
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NetOutgoingMessage outgoingMessage = MainNetServer.CreateMessage();
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new FullSyncPlayerPacket()
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packet.PacketToNetOutGoingMessage(outgoingMessage);
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{
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Player = packet.Player,
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Health = packet.Health,
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Position = packet.Position,
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Rotation = packet.Rotation,
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Velocity = packet.Velocity,
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Speed = packet.Speed,
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AimCoords = packet.AimCoords,
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CurrentWeaponHash = packet.CurrentWeaponHash,
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Flag = packet.Flag
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}.PacketToNetOutGoingMessage(outgoingMessage);
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MainNetServer.SendMessage(outgoingMessage, playerList, NetDeliveryMethod.ReliableOrdered, 0);
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MainNetServer.SendMessage(outgoingMessage, playerList, NetDeliveryMethod.ReliableOrdered, 0);
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}
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}
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// Send a message to targets or all players
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// Send a message to targets or all players
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private static void SendChatMessage(ChatMessagePacket packet, List<NetConnection> targets = null)
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private static void SendChatMessage(ChatMessagePacket packet, List<NetConnection> targets = null)
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{
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{
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string filteredMessage = packet.Message.Replace("~", "");
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packet.Message = packet.Message.Replace("~", "");
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Logging.Info(packet.Username + ": " + filteredMessage);
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Logging.Info(packet.Username + ": " + packet.Message);
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NetOutgoingMessage outgoingMessage = MainNetServer.CreateMessage();
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NetOutgoingMessage outgoingMessage = MainNetServer.CreateMessage();
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new ChatMessagePacket()
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packet.PacketToNetOutGoingMessage(outgoingMessage);
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{
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Username = packet.Username,
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Message = filteredMessage
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}.PacketToNetOutGoingMessage(outgoingMessage);
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MainNetServer.SendMessage(outgoingMessage, targets ?? MainNetServer.Connections, NetDeliveryMethod.ReliableOrdered, 0);
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MainNetServer.SendMessage(outgoingMessage, targets ?? MainNetServer.Connections, NetDeliveryMethod.ReliableOrdered, 0);
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}
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}
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}
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}
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