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