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