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openmw-tes3mp/components/openmw-mp/Packets/Player/PacketPlayerAttack.cpp
David Cernat 140c1c9c12 [General] Use hard synchronization for melee attack animations
Previously, each client chose its own attack animations for DedicatedPlayers and DedicatedActors based on the direction they were walking in, which however led to desyncs for players with "Always Use Best Attack" enabled and for creatures which pick their attack animations randomly.
2019-11-29 10:39:57 +02:00

60 lines
1.6 KiB
C++

#include <components/openmw-mp/NetworkMessages.hpp>
#include "PacketPlayerAttack.hpp"
using namespace mwmp;
PacketPlayerAttack::PacketPlayerAttack(RakNet::RakPeerInterface *peer) : PlayerPacket(peer)
{
packetID = ID_PLAYER_ATTACK;
}
void PacketPlayerAttack::Packet(RakNet::BitStream *bs, bool send)
{
PlayerPacket::Packet(bs, send);
RW(player->attack.target.isPlayer, send);
if (player->attack.target.isPlayer)
{
RW(player->attack.target.guid, send);
}
else
{
RW(player->attack.target.refId, send, true);
RW(player->attack.target.refNum, send);
RW(player->attack.target.mpNum, send);
}
RW(player->attack.type, send);
RW(player->attack.pressed, send);
RW(player->attack.success, send);
RW(player->attack.isHit, send);
if (player->attack.type == mwmp::Attack::MELEE)
{
RW(player->attack.attackAnimation, send);
}
else if (player->attack.type == mwmp::Attack::RANGED)
{
RW(player->attack.attackStrength, send);
RW(player->attack.rangedWeaponId, send);
RW(player->attack.rangedAmmoId, send);
}
if (player->attack.isHit)
{
RW(player->attack.damage, send);
RW(player->attack.block, send);
RW(player->attack.knockdown, send);
RW(player->attack.applyWeaponEnchantment, send);
if (player->attack.type == mwmp::Attack::RANGED)
RW(player->attack.applyAmmoEnchantment, send);
RW(player->attack.hitPosition.pos[0], send);
RW(player->attack.hitPosition.pos[1], send);
RW(player->attack.hitPosition.pos[2], send);
}
}