#include 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); }