bool CMapInfoPacket::Write ( NetBitStreamInterface& BitStream ) const { // Write the map weather BitStream.Write ( m_ucWeather ); BitStream.Write ( m_ucWeatherBlendingTo ); BitStream.Write ( m_ucBlendedWeatherHour ); BitStream.WriteBit ( m_bHasSkyGradient ); if ( m_bHasSkyGradient ) { BitStream.Write ( m_ucSkyGradientTR ); BitStream.Write ( m_ucSkyGradientTG ); BitStream.Write ( m_ucSkyGradientTB ); BitStream.Write ( m_ucSkyGradientBR ); BitStream.Write ( m_ucSkyGradientBG ); BitStream.Write ( m_ucSkyGradientBB ); } // Write heat haze BitStream.WriteBit ( m_bHasHeatHaze ); if ( m_bHasHeatHaze ) { SHeatHazeSync heatHaze ( m_HeatHazeSettings ); BitStream.Write ( &heatHaze ); } // Write the map hour BitStream.Write ( m_ucClockHour ); BitStream.Write ( m_ucClockMin ); BitStream.WriteCompressed ( m_ulMinuteDuration ); // Write the map flags SMapInfoFlagsSync flags; flags.data.bShowNametags = m_bShowNametags; flags.data.bShowRadar = m_bShowRadar; flags.data.bCloudsEnabled = m_bCloudsEnabled; BitStream.Write ( &flags ); // Write any other world conditions BitStream.Write ( m_fGravity ); if ( m_fGameSpeed == 1.0f ) BitStream.WriteBit ( true ); else { BitStream.WriteBit ( false ); BitStream.Write ( m_fGameSpeed ); } BitStream.Write ( m_fWaveHeight ); // Write world water level BitStream.Write ( m_WorldWaterLevelInfo.fSeaLevel ); BitStream.WriteBit ( m_WorldWaterLevelInfo.bNonSeaLevelSet ); if ( m_WorldWaterLevelInfo.bNonSeaLevelSet ) BitStream.Write ( m_WorldWaterLevelInfo.fNonSeaLevel ); BitStream.WriteCompressed ( m_usFPSLimit ); // Write the garage states for ( unsigned char i = 0 ; i < MAX_GARAGES ; i++ ) { const SGarageStates& garageStates = *m_pGarageStates; BitStream.WriteBit( garageStates[i] ); } // Write the fun bugs state SFunBugsStateSync funBugs; funBugs.data.bQuickReload = g_pGame->IsGlitchEnabled ( CGame::GLITCH_QUICKRELOAD ); funBugs.data.bFastFire = g_pGame->IsGlitchEnabled ( CGame::GLITCH_FASTFIRE ); funBugs.data.bFastMove = g_pGame->IsGlitchEnabled ( CGame::GLITCH_FASTMOVE ); funBugs.data.bCrouchBug = g_pGame->IsGlitchEnabled ( CGame::GLITCH_CROUCHBUG ); funBugs.data.bCloseRangeDamage = g_pGame->IsGlitchEnabled ( CGame::GLITCH_CLOSEDAMAGE ); funBugs.data2.bHitAnim = g_pGame->IsGlitchEnabled ( CGame::GLITCH_HITANIM ); funBugs.data3.bFastSprint = g_pGame->IsGlitchEnabled ( CGame::GLITCH_FASTSPRINT ); BitStream.Write ( &funBugs ); BitStream.Write ( m_fJetpackMaxHeight ); BitStream.WriteBit ( m_bOverrideWaterColor ); if ( m_bOverrideWaterColor ) { BitStream.Write ( m_ucWaterRed ); BitStream.Write ( m_ucWaterGreen ); BitStream.Write ( m_ucWaterBlue ); BitStream.Write ( m_ucWaterAlpha ); } // Interior sounds BitStream.WriteBit ( m_bInteriorSoundsEnabled ); // Rain level BitStream.WriteBit ( m_bOverrideRainLevel ); if ( m_bOverrideRainLevel ) { BitStream.Write ( m_fRainLevel ); } // Moon size if ( BitStream.Version () >= 0x40 ) { BitStream.WriteBit ( m_bOverrideMoonSize ); if ( m_bOverrideMoonSize ) { BitStream.Write ( m_iMoonSize ); } } // Sun size BitStream.WriteBit ( m_bOverrideSunSize ); if ( m_bOverrideSunSize ) { BitStream.Write ( m_fSunSize ); } // Sun color BitStream.WriteBit ( m_bOverrideSunColor ); if ( m_bOverrideSunColor ) { BitStream.Write ( m_ucSunCoreR ); BitStream.Write ( m_ucSunCoreG ); BitStream.Write ( m_ucSunCoreB ); BitStream.Write ( m_ucSunCoronaR ); BitStream.Write ( m_ucSunCoronaG ); BitStream.Write ( m_ucSunCoronaB ); } // Wind velocity BitStream.WriteBit ( m_bOverrideWindVelocity ); if ( m_bOverrideWindVelocity ) { BitStream.Write ( m_fWindVelX ); BitStream.Write ( m_fWindVelY ); BitStream.Write ( m_fWindVelZ ); } // Far clip distance BitStream.WriteBit ( m_bOverrideFarClipDistance ); if ( m_bOverrideFarClipDistance ) { BitStream.Write ( m_fFarClip ); } // Fog distance BitStream.WriteBit ( m_bOverrideFogDistance ); if ( m_bOverrideFogDistance ) { BitStream.Write ( m_fFogDistance ); } BitStream.Write ( m_fAircraftMaxHeight ); if ( BitStream.Version () >= 0x3E ) BitStream.Write ( m_fAircraftMaxVelocity ); if ( BitStream.Version () >= 0x30 ) { for (int i = WEAPONTYPE_BRASSKNUCKLE; i < WEAPONTYPE_PISTOL; i++) { bool bEnabled; bEnabled = g_pGame->GetJetpackWeaponEnabled ( (eWeaponType) i ); BitStream.WriteBit ( bEnabled ); } } for (int i = WEAPONTYPE_PISTOL;i <= WEAPONTYPE_EXTINGUISHER;i++) { sWeaponPropertySync WeaponProperty; CWeaponStat* pWeaponStat = g_pGame->GetWeaponStatManager ()->GetWeaponStats( (eWeaponType)i ); BitStream.WriteBit ( true ); WeaponProperty.data.weaponType = (int)pWeaponStat->GetWeaponType(); WeaponProperty.data.fAccuracy = pWeaponStat->GetAccuracy(); WeaponProperty.data.fMoveSpeed = pWeaponStat->GetMoveSpeed(); WeaponProperty.data.fTargetRange = pWeaponStat->GetTargetRange(); WeaponProperty.data.fWeaponRange = pWeaponStat->GetWeaponRange(); WeaponProperty.data.nAmmo = pWeaponStat->GetMaximumClipAmmo(); WeaponProperty.data.nDamage = pWeaponStat->GetDamagePerHit(); WeaponProperty.data.nFlags = pWeaponStat->GetFlags(); WeaponProperty.data.anim_loop_start = pWeaponStat->GetWeaponAnimLoopStart(); WeaponProperty.data.anim_loop_stop = pWeaponStat->GetWeaponAnimLoopStop(); WeaponProperty.data.anim_loop_bullet_fire = pWeaponStat->GetWeaponAnimLoopFireTime(); WeaponProperty.data.anim2_loop_start = pWeaponStat->GetWeaponAnim2LoopStart(); WeaponProperty.data.anim2_loop_stop = pWeaponStat->GetWeaponAnim2LoopStop(); WeaponProperty.data.anim2_loop_bullet_fire = pWeaponStat->GetWeaponAnim2LoopFireTime(); WeaponProperty.data.anim_breakout_time = pWeaponStat->GetWeaponAnimBreakoutTime(); BitStream.Write( &WeaponProperty ); if ( BitStream.Version () >= 0x30 ) { BitStream.WriteBit ( g_pGame->GetJetpackWeaponEnabled ( (eWeaponType) i ) ); } } for (int i = WEAPONTYPE_PISTOL;i <= WEAPONTYPE_TEC9;i++) { sWeaponPropertySync WeaponProperty; BitStream.WriteBit ( true ); for (int j = 0; j <= 2;j++) { CWeaponStat* pWeaponStat = g_pGame->GetWeaponStatManager ()->GetWeaponStats( (eWeaponType)i, (eWeaponSkill)j ); WeaponProperty.data.weaponType = (int)pWeaponStat->GetWeaponType(); WeaponProperty.data.fAccuracy = pWeaponStat->GetAccuracy(); WeaponProperty.data.fMoveSpeed = pWeaponStat->GetMoveSpeed(); WeaponProperty.data.fTargetRange = pWeaponStat->GetTargetRange(); WeaponProperty.data.fWeaponRange = pWeaponStat->GetWeaponRange(); WeaponProperty.data.nAmmo = pWeaponStat->GetMaximumClipAmmo(); WeaponProperty.data.nDamage = pWeaponStat->GetDamagePerHit(); WeaponProperty.data.nFlags = pWeaponStat->GetFlags(); WeaponProperty.data.anim_loop_start = pWeaponStat->GetWeaponAnimLoopStart(); WeaponProperty.data.anim_loop_stop = pWeaponStat->GetWeaponAnimLoopStop(); WeaponProperty.data.anim_loop_bullet_fire = pWeaponStat->GetWeaponAnimLoopFireTime(); WeaponProperty.data.anim2_loop_start = pWeaponStat->GetWeaponAnim2LoopStart(); WeaponProperty.data.anim2_loop_stop = pWeaponStat->GetWeaponAnim2LoopStop(); WeaponProperty.data.anim2_loop_bullet_fire = pWeaponStat->GetWeaponAnim2LoopFireTime(); WeaponProperty.data.anim_breakout_time = pWeaponStat->GetWeaponAnimBreakoutTime(); BitStream.Write( &WeaponProperty ); } if ( BitStream.Version () >= 0x36 ) { BitStream.WriteBit ( g_pGame->GetJetpackWeaponEnabled ( (eWeaponType) i ) ); } } if ( BitStream.Version () >= 0x30 ) { for (int i = WEAPONTYPE_CAMERA; i <= WEAPONTYPE_PARACHUTE; i++) { bool bEnabled; bEnabled = g_pGame->GetJetpackWeaponEnabled ( (eWeaponType) i ); BitStream.WriteBit ( bEnabled ); } } multimap< unsigned short, CBuildingRemoval* >::const_iterator iter = g_pGame->GetBuildingRemovalManager ( )->IterBegin(); for (; iter != g_pGame->GetBuildingRemovalManager ( )->IterEnd();++iter) { CBuildingRemoval * pBuildingRemoval = (*iter).second; BitStream.WriteBit( true ); BitStream.Write( pBuildingRemoval->GetModel ( ) ); BitStream.Write( pBuildingRemoval->GetRadius ( ) ); BitStream.Write( pBuildingRemoval->GetPosition ( ).fX ); BitStream.Write( pBuildingRemoval->GetPosition ( ).fY ); BitStream.Write( pBuildingRemoval->GetPosition ( ).fZ ); if ( BitStream.Version() >= 0x039 ) { BitStream.Write ( pBuildingRemoval->GetInterior ( ) ); } } BitStream.WriteBit( false ); if ( BitStream.Version () >= 0x25 ) { bool bOcclusionsEnabled = g_pGame->GetOcclusionsEnabled (); BitStream.WriteBit( bOcclusionsEnabled ); } return true; }
bool CMapInfoPacket::Write ( NetBitStreamInterface& BitStream ) const { // Write the map weather BitStream.Write ( m_ucWeather ); BitStream.Write ( m_ucWeatherBlendingTo ); BitStream.Write ( m_ucBlendedWeatherHour ); BitStream.WriteBit ( m_bHasSkyGradient ); if ( m_bHasSkyGradient ) { BitStream.Write ( m_ucSkyGradientTR ); BitStream.Write ( m_ucSkyGradientTG ); BitStream.Write ( m_ucSkyGradientTB ); BitStream.Write ( m_ucSkyGradientBR ); BitStream.Write ( m_ucSkyGradientBG ); BitStream.Write ( m_ucSkyGradientBB ); } // Write heat haze BitStream.WriteBit ( m_bHasHeatHaze ); if ( m_bHasHeatHaze ) { SHeatHazeSync heatHaze ( m_HeatHazeSettings ); BitStream.Write ( &heatHaze ); } // Write the map hour BitStream.Write ( m_ucClockHour ); BitStream.Write ( m_ucClockMin ); BitStream.WriteCompressed ( m_ulMinuteDuration ); // Write the map flags SMapInfoFlagsSync flags; flags.data.bShowNametags = m_bShowNametags; flags.data.bShowRadar = m_bShowRadar; flags.data.bCloudsEnabled = m_bCloudsEnabled; BitStream.Write ( &flags ); // Write any other world conditions BitStream.Write ( m_fGravity ); if ( m_fGameSpeed == 1.0f ) BitStream.WriteBit ( true ); else { BitStream.WriteBit ( false ); BitStream.Write ( m_fGameSpeed ); } BitStream.Write ( m_fWaveHeight ); // Write world water level BitStream.Write ( m_WorldWaterLevelInfo.fSeaLevel ); BitStream.WriteBit ( m_WorldWaterLevelInfo.bNonSeaLevelSet ); if ( m_WorldWaterLevelInfo.bNonSeaLevelSet ) BitStream.Write ( m_WorldWaterLevelInfo.fNonSeaLevel ); BitStream.WriteCompressed ( m_usFPSLimit ); // Write the garage states for ( unsigned char i = 0 ; i < MAX_GARAGES ; i++ ) { BitStream.WriteBit( static_cast < unsigned char > ( m_pbGarageStates[i] ) ); } // Write the fun bugs state SFunBugsStateSync funBugs; funBugs.data.bQuickReload = g_pGame->IsGlitchEnabled ( CGame::GLITCH_QUICKRELOAD ); funBugs.data.bFastFire = g_pGame->IsGlitchEnabled ( CGame::GLITCH_FASTFIRE ); funBugs.data.bFastMove = g_pGame->IsGlitchEnabled ( CGame::GLITCH_FASTMOVE ); funBugs.data.bCrouchBug = g_pGame->IsGlitchEnabled ( CGame::GLITCH_CROUCHBUG ); funBugs.data.bCloseRangeDamage = g_pGame->IsGlitchEnabled ( CGame::GLITCH_CLOSEDAMAGE ); BitStream.Write ( &funBugs ); BitStream.Write ( m_fJetpackMaxHeight ); BitStream.WriteBit ( m_bOverrideWaterColor ); if ( m_bOverrideWaterColor ) { BitStream.Write ( m_ucWaterRed ); BitStream.Write ( m_ucWaterGreen ); BitStream.Write ( m_ucWaterBlue ); BitStream.Write ( m_ucWaterAlpha ); } // Interior sounds BitStream.WriteBit ( m_bInteriorSoundsEnabled ); // Rain level BitStream.WriteBit ( m_bOverrideRainLevel ); if ( m_bOverrideRainLevel ) { BitStream.Write ( m_fRainLevel ); } // Sun size BitStream.WriteBit ( m_bOverrideSunSize ); if ( m_bOverrideSunSize ) { BitStream.Write ( m_fSunSize ); } // Sun color BitStream.WriteBit ( m_bOverrideSunColor ); if ( m_bOverrideSunColor ) { BitStream.Write ( m_ucSunCoreR ); BitStream.Write ( m_ucSunCoreG ); BitStream.Write ( m_ucSunCoreB ); BitStream.Write ( m_ucSunCoronaR ); BitStream.Write ( m_ucSunCoronaG ); BitStream.Write ( m_ucSunCoronaB ); } // Wind velocity BitStream.WriteBit ( m_bOverrideWindVelocity ); if ( m_bOverrideWindVelocity ) { BitStream.Write ( m_fWindVelX ); BitStream.Write ( m_fWindVelY ); BitStream.Write ( m_fWindVelZ ); } // Far clip distance BitStream.WriteBit ( m_bOverrideFarClipDistance ); if ( m_bOverrideFarClipDistance ) { BitStream.Write ( m_fFarClip ); } // Fog distance BitStream.WriteBit ( m_bOverrideFogDistance ); if ( m_bOverrideFogDistance ) { BitStream.Write ( m_fFogDistance ); } BitStream.Write ( m_fAircraftMaxHeight ); for (int i = WEAPONTYPE_PISTOL;i <= WEAPONTYPE_EXTINGUISHER;i++) { sWeaponPropertySync WeaponProperty; CWeaponStat* pWeaponStat = g_pGame->GetWeaponStatManager ()->GetWeaponStats( (eWeaponType)i ); BitStream.WriteBit ( true ); WeaponProperty.data.weaponType = (int)pWeaponStat->GetWeaponType(); WeaponProperty.data.fAccuracy = pWeaponStat->GetAccuracy(); WeaponProperty.data.fMoveSpeed = pWeaponStat->GetMoveSpeed(); WeaponProperty.data.fTargetRange = pWeaponStat->GetTargetRange(); WeaponProperty.data.fWeaponRange = pWeaponStat->GetWeaponRange(); WeaponProperty.data.nAmmo = pWeaponStat->GetMaximumClipAmmo(); WeaponProperty.data.nDamage = pWeaponStat->GetDamagePerHit(); WeaponProperty.data.nFlags = pWeaponStat->GetFlags(); WeaponProperty.data.anim_loop_start = pWeaponStat->GetWeaponAnimLoopStart(); WeaponProperty.data.anim_loop_stop = pWeaponStat->GetWeaponAnimLoopStop(); WeaponProperty.data.anim_loop_bullet_fire = pWeaponStat->GetWeaponAnimLoopFireTime(); WeaponProperty.data.anim2_loop_start = pWeaponStat->GetWeaponAnim2LoopStart(); WeaponProperty.data.anim2_loop_stop = pWeaponStat->GetWeaponAnim2LoopStop(); WeaponProperty.data.anim2_loop_bullet_fire = pWeaponStat->GetWeaponAnim2LoopFireTime(); WeaponProperty.data.anim_breakout_time = pWeaponStat->GetWeaponAnimBreakoutTime(); BitStream.Write( &WeaponProperty ); } for (int i = WEAPONTYPE_PISTOL;i <= WEAPONTYPE_TEC9;i++) { sWeaponPropertySync WeaponProperty; BitStream.WriteBit ( true ); for (int j = 0; j <= 2;j++) { CWeaponStat* pWeaponStat = g_pGame->GetWeaponStatManager ()->GetWeaponStats( (eWeaponType)i, (eWeaponSkill)j ); WeaponProperty.data.weaponType = (int)pWeaponStat->GetWeaponType(); WeaponProperty.data.fAccuracy = pWeaponStat->GetAccuracy(); WeaponProperty.data.fMoveSpeed = pWeaponStat->GetMoveSpeed(); WeaponProperty.data.fTargetRange = pWeaponStat->GetTargetRange(); WeaponProperty.data.fWeaponRange = pWeaponStat->GetWeaponRange(); WeaponProperty.data.nAmmo = pWeaponStat->GetMaximumClipAmmo(); WeaponProperty.data.nDamage = pWeaponStat->GetDamagePerHit(); WeaponProperty.data.nFlags = pWeaponStat->GetFlags(); WeaponProperty.data.anim_loop_start = pWeaponStat->GetWeaponAnimLoopStart(); WeaponProperty.data.anim_loop_stop = pWeaponStat->GetWeaponAnimLoopStop(); WeaponProperty.data.anim_loop_bullet_fire = pWeaponStat->GetWeaponAnimLoopFireTime(); WeaponProperty.data.anim2_loop_start = pWeaponStat->GetWeaponAnim2LoopStart(); WeaponProperty.data.anim2_loop_stop = pWeaponStat->GetWeaponAnim2LoopStop(); WeaponProperty.data.anim2_loop_bullet_fire = pWeaponStat->GetWeaponAnim2LoopFireTime(); WeaponProperty.data.anim_breakout_time = pWeaponStat->GetWeaponAnimBreakoutTime(); BitStream.Write( &WeaponProperty ); } } return true; }