void CNetGame::Packet_StatsUpdate(Packet* p) { RakNet::BitStream bsStats((char*)p->data, p->length, false); _PlayerID playerId = (_PlayerID)p->playerIndex; int iMoney; int iDrunkLevel; uint8_t bytePacketID; uint8_t moneySource = 0; bsStats.Read(bytePacketID); bsStats.Read(iMoney); bsStats.Read(iDrunkLevel); if(this->playerPool) { if(this->playerPool->GetSlotState(playerId)) { if( playerPool->GetPlayer( playerId )->isAnOpenUser( ) ) { bsStats.Read( moneySource ); // CASINO, STUNT, Blahblah .... } this->playerPool->setPlayerMoney(playerId,iMoney/*, moneySource*/); this->playerPool->setPlayerDrunkLevel(playerId, iDrunkLevel); } } }
void CNetGame::Packet_StatsUpdate(Packet *p) { RakNet::BitStream bsStats(p->data, p->length, false); CPlayerPool *pPlayerPool = GetPlayerPool(); BYTE bytePlayerID = (BYTE)p->playerIndex; int iMoney; WORD wAmmo; BYTE bytePacketID; bsStats.Read(bytePacketID); bsStats.Read(iMoney); bsStats.Read(wAmmo); if(pPlayerPool) { if(pPlayerPool->GetSlotState(bytePlayerID)) { pPlayerPool->SetPlayerMoney(bytePlayerID,iMoney); pPlayerPool->SetPlayerAmmo(bytePlayerID, (DWORD)wAmmo); pPlayerPool->GetAt(bytePlayerID)->SetCurrentWeaponAmmo((DWORD)wAmmo); } } }