#include "Player.h" const f4mp::AppearanceData& f4mp::Player::GetAppearance() const { return appearance; } const f4mp::WornItemsData& f4mp::Player::GetWornItems() const { return wornItems; } void f4mp::Player::OnConnectRequest(librg_event* event) { Character::OnConnectRequest(event); AppearanceData& playerAppearance = appearance; WornItemsData& playerWornItems = wornItems; Utils::Read(event->data, playerAppearance.female); Utils::Read(event->data, playerAppearance.weights); Utils::Read(event->data, playerAppearance.hairColor); Utils::Read(event->data, playerAppearance.headParts); Utils::Read(event->data, playerAppearance.morphSetValue); Utils::Read(event->data, playerAppearance.morphRegionData1); Utils::Read(event->data, playerAppearance.morphRegionData2); Utils::Read(event->data, playerAppearance.morphSetData1); Utils::Read(event->data, playerAppearance.morphSetData2); Utils::Read(event->data, playerWornItems.data1); Utils::Read(event->data, playerWornItems.data2); } void f4mp::Player::OnConnectRefuse(librg_event* event) { Character::OnConnectRefuse(event); delete this; event->user_data = nullptr; } void f4mp::Player::OnEntityCreate(librg_event* event) { Character::OnEntityCreate(event); AppearanceData& playerAppearance = appearance; WornItemsData& playerWornItems = wornItems; Utils::Write(event->data, playerAppearance.female); Utils::Write(event->data, playerAppearance.weights); Utils::Write(event->data, playerAppearance.hairColor); Utils::Write(event->data, playerAppearance.headParts); Utils::Write(event->data, playerAppearance.morphSetValue); Utils::Write(event->data, playerAppearance.morphRegionData1); Utils::Write(event->data, playerAppearance.morphRegionData2); Utils::Write(event->data, playerAppearance.morphSetData1); Utils::Write(event->data, playerAppearance.morphSetData2); Utils::Write(event->data, playerWornItems.data1); Utils::Write(event->data, playerWornItems.data2); } void f4mp::Player::OnEntityUpdate(librg_event* event) { Character::OnEntityUpdate(event); librg_data_wf32(event->data, health); librg_data_wi32(event->data, animState); } void f4mp::Player::OnClientUpdate(librg_event* event) { Character::OnClientUpdate(event); health = librg_data_rf32(event->data); animState = librg_data_ri32(event->data); }