F4MP/codigos originales/tiltedcode/Code/encoding/Messages/CharacterSpawnRequest.cpp
2026-01-06 18:53:59 +01:00

58 lines
1.9 KiB
C++

#include <Messages/CharacterSpawnRequest.h>
void CharacterSpawnRequest::SerializeRaw(TiltedPhoques::Buffer::Writer& aWriter) const noexcept
{
Serialization::WriteVarInt(aWriter, ServerId);
FormId.Serialize(aWriter);
BaseId.Serialize(aWriter);
CellId.Serialize(aWriter);
Position.Serialize(aWriter);
Rotation.Serialize(aWriter);
aWriter.WriteBits(ChangeFlags, 32);
Serialization::WriteString(aWriter, AppearanceBuffer);
InventoryContent.Serialize(aWriter);
FactionsContent.Serialize(aWriter);
ActionsToReplay.Serialize(aWriter);
FaceTints.Serialize(aWriter);
InitialActorValues.Serialize(aWriter);
Serialization::WriteVarInt(aWriter, PlayerId);
Serialization::WriteBool(aWriter, IsDead);
Serialization::WriteBool(aWriter, IsPlayer);
Serialization::WriteBool(aWriter, IsWeaponDrawn);
Serialization::WriteBool(aWriter, IsPlayerSummon);
}
void CharacterSpawnRequest::DeserializeRaw(TiltedPhoques::Buffer::Reader& aReader) noexcept
{
ServerMessage::DeserializeRaw(aReader);
ServerId = Serialization::ReadVarInt(aReader) & 0xFFFFFFFF;
FormId.Deserialize(aReader);
BaseId.Deserialize(aReader);
CellId.Deserialize(aReader);
Position.Deserialize(aReader);
Rotation.Deserialize(aReader);
uint64_t dest = 0;
aReader.ReadBits(dest, 32);
ChangeFlags = dest & 0xFFFFFFFF;
AppearanceBuffer = Serialization::ReadString(aReader);
InventoryContent = {};
InventoryContent.Deserialize(aReader);
FactionsContent = {};
FactionsContent.Deserialize(aReader);
ActionsToReplay = {};
ActionsToReplay.Deserialize(aReader);
FaceTints.Deserialize(aReader);
InitialActorValues.Deserialize(aReader);
PlayerId = Serialization::ReadVarInt(aReader) & 0xFFFFFFFF;
IsDead = Serialization::ReadBool(aReader);
IsPlayer = Serialization::ReadBool(aReader);
IsWeaponDrawn = Serialization::ReadBool(aReader);
IsPlayerSummon = Serialization::ReadBool(aReader);
}