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

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#pragma once
#include "Message.h"
#include <Structs/Mods.h>
#include <Structs/ActionReplayChain.h>
#include <Structs/ActorValues.h>
#include <Structs/Vector3_NetQuantize.h>
#include <Structs/GameId.h>
#include <Structs/Inventory.h>
struct AssignCharacterResponse final : ServerMessage
{
static constexpr ServerOpcode Opcode = kAssignCharacterResponse;
AssignCharacterResponse()
: ServerMessage(Opcode)
{
}
void SerializeRaw(TiltedPhoques::Buffer::Writer& aWriter) const noexcept override;
void DeserializeRaw(TiltedPhoques::Buffer::Reader& aReader) noexcept override;
bool operator==(const AssignCharacterResponse& achRhs) const noexcept
{
return GetOpcode() == achRhs.GetOpcode() && Cookie == achRhs.Cookie && ServerId == achRhs.ServerId && PlayerId == achRhs.PlayerId && Position == achRhs.Position && CellId == achRhs.CellId && WorldSpaceId == achRhs.WorldSpaceId && AllActorValues == achRhs.AllActorValues &&
CurrentInventory == achRhs.CurrentInventory && ActionsToReplay == achRhs.ActionsToReplay && Owner == achRhs.Owner && IsDead == achRhs.IsDead && IsWeaponDrawn == achRhs.IsWeaponDrawn;
}
uint32_t Cookie{};
uint32_t ServerId{};
uint32_t PlayerId{};
Vector3_NetQuantize Position{};
GameId CellId{};
GameId WorldSpaceId{};
ActorValues AllActorValues{};
Inventory CurrentInventory{};
ActionReplayChain ActionsToReplay;
bool Owner{false};
bool IsDead{};
bool IsWeaponDrawn{};
};