F4MP/codigos originales/tiltedcode/Code/encoding/Messages/AssignCharacterResponse.cpp

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#include <Messages/AssignCharacterResponse.h>
void AssignCharacterResponse::SerializeRaw(TiltedPhoques::Buffer::Writer& aWriter) const noexcept
{
Serialization::WriteVarInt(aWriter, Cookie);
Serialization::WriteVarInt(aWriter, ServerId);
Serialization::WriteVarInt(aWriter, PlayerId);
Position.Serialize(aWriter);
CellId.Serialize(aWriter);
WorldSpaceId.Serialize(aWriter);
AllActorValues.Serialize(aWriter);
CurrentInventory.Serialize(aWriter);
ActionsToReplay.Serialize(aWriter);
Serialization::WriteBool(aWriter, Owner);
Serialization::WriteBool(aWriter, IsDead);
Serialization::WriteBool(aWriter, IsWeaponDrawn);
}
void AssignCharacterResponse::DeserializeRaw(TiltedPhoques::Buffer::Reader& aReader) noexcept
{
Cookie = Serialization::ReadVarInt(aReader) & 0xFFFFFFFF;
ServerId = Serialization::ReadVarInt(aReader) & 0xFFFFFFFF;
PlayerId = Serialization::ReadVarInt(aReader) & 0xFFFFFFFF;
Position.Deserialize(aReader);
CellId.Deserialize(aReader);
WorldSpaceId.Deserialize(aReader);
AllActorValues.Deserialize(aReader);
CurrentInventory.Deserialize(aReader);
ActionsToReplay.Deserialize(aReader);
Owner = Serialization::ReadBool(aReader);
IsDead = Serialization::ReadBool(aReader);
IsWeaponDrawn = Serialization::ReadBool(aReader);
}