openmw-tes3coop/components/openmw-mp/Packets/Actor/PacketActorAttack.cpp
David Cernat fcd31bf4a6 [General] Fix problems with the synchronization of ranged attacks
Projectile hits now send Attack packets with RANGED attacks, and their success or failure is now synchronized.

Strike enchantments no longer require a valid victim to be synchronized.

Additional debug messages have been added for attacks.
2018-09-11 11:56:45 +03:00

58 lines
1.6 KiB
C++

#include <components/openmw-mp/NetworkMessages.hpp>
#include <components/openmw-mp/Log.hpp>
#include "PacketActorAttack.hpp"
using namespace mwmp;
PacketActorAttack::PacketActorAttack(RakNet::RakPeerInterface *peer) : ActorPacket(peer)
{
packetID = ID_ACTOR_ATTACK;
}
void PacketActorAttack::Actor(BaseActor &actor, bool send)
{
RW(actor.attack.target.isPlayer, send);
if (actor.attack.target.isPlayer)
{
RW(actor.attack.target.guid, send);
}
else
{
RW(actor.attack.target.refId, send, true);
RW(actor.attack.target.refNum, send);
RW(actor.attack.target.mpNum, send);
}
RW(actor.attack.type, send);
if (actor.attack.type == mwmp::Attack::ITEM_MAGIC)
RW(actor.attack.itemId, send, true);
else
{
RW(actor.attack.pressed, send);
RW(actor.attack.success, send);
if (actor.attack.type == mwmp::Attack::MAGIC)
{
RW(actor.attack.instant, send);
RW(actor.attack.spellId, send, true);
}
else
{
RW(actor.attack.damage, send);
RW(actor.attack.block, send);
RW(actor.attack.knockdown, send);
RW(actor.attack.applyWeaponEnchantment, send);
RW(actor.attack.applyProjectileEnchantment, send);
if (actor.attack.success || actor.attack.applyWeaponEnchantment || actor.attack.applyProjectileEnchantment)
{
RW(actor.attack.hitPosition.pos[0], send);
RW(actor.attack.hitPosition.pos[1], send);
RW(actor.attack.hitPosition.pos[2], send);
}
}
}
}