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

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#pragma once
#include "Message.h"
#include <Structs/GameId.h>
#include <Structs/ActionEvent.h>
#include <Structs/ActionReplayChain.h>
#include <Structs/Tints.h>
#include <Structs/Inventory.h>
#include <Structs/Factions.h>
#include <Structs/Vector3_NetQuantize.h>
#include <Structs/Rotator2_NetQuantize.h>
#include <Structs/ActorValues.h>
using TiltedPhoques::String;
struct CharacterSpawnRequest final : ServerMessage
{
static constexpr ServerOpcode Opcode = kCharacterSpawnRequest;
CharacterSpawnRequest()
: ServerMessage(Opcode)
{
}
void SerializeRaw(TiltedPhoques::Buffer::Writer& aWriter) const noexcept override;
void DeserializeRaw(TiltedPhoques::Buffer::Reader& aReader) noexcept override;
bool operator==(const CharacterSpawnRequest& acRhs) const noexcept
{
return ServerId == acRhs.ServerId && FormId == acRhs.FormId && BaseId == acRhs.BaseId &&
CellId == acRhs.CellId && Position == acRhs.Position && Rotation == acRhs.Rotation &&
ChangeFlags == acRhs.ChangeFlags && AppearanceBuffer == acRhs.AppearanceBuffer &&
InventoryContent == acRhs.InventoryContent && FactionsContent == acRhs.FactionsContent &&
ActionsToReplay == acRhs.ActionsToReplay && FaceTints == acRhs.FaceTints && PlayerId == acRhs.PlayerId &&
IsDead == acRhs.IsDead && IsPlayer == acRhs.IsPlayer && IsWeaponDrawn == acRhs.IsWeaponDrawn &&
IsPlayerSummon == acRhs.IsPlayerSummon && GetOpcode() == acRhs.GetOpcode();
}
uint32_t ServerId{};
GameId FormId{};
GameId BaseId{};
GameId CellId{};
Vector3_NetQuantize Position{};
Rotator2_NetQuantize Rotation{};
uint32_t ChangeFlags{};
String AppearanceBuffer{};
Inventory InventoryContent{};
Factions FactionsContent{};
ActionReplayChain ActionsToReplay;
Tints FaceTints{};
ActorValues InitialActorValues{};
uint32_t PlayerId{};
bool IsDead{};
bool IsPlayer{};
bool IsWeaponDrawn{};
bool IsPlayerSummon{};
};