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	Include damage, block states and knockdown states in ObjectHit packets about successful hits. Add serverside script functions for reading that information.
		
			
				
	
	
		
			57 lines
		
	
	
	
		
			1.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			57 lines
		
	
	
	
		
			1.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include <components/openmw-mp/NetworkMessages.hpp>
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#include "PacketObjectHit.hpp"
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using namespace mwmp;
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PacketObjectHit::PacketObjectHit(RakNet::RakPeerInterface *peer) : ObjectPacket(peer)
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{
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    packetID = ID_OBJECT_HIT;
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    hasCellData = true;
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}
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void PacketObjectHit::Packet(RakNet::BitStream *newBitstream, bool send)
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{
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    if (!PacketHeader(newBitstream, send))
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        return;
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    BaseObject baseObject;
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    for (unsigned int i = 0; i < objectList->baseObjectCount; i++)
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    {
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        if (send)
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            baseObject = objectList->baseObjects.at(i);
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        RW(baseObject.isPlayer, send);
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        if (baseObject.isPlayer)
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            RW(baseObject.guid, send);
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        else
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            Object(baseObject, send);
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        RW(baseObject.hittingActor.isPlayer, send);
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        if (baseObject.hittingActor.isPlayer)
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        {
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            RW(baseObject.hittingActor.guid, send);
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        }
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        else
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        {
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            RW(baseObject.hittingActor.refId, send, true);
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            RW(baseObject.hittingActor.refNum, send);
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            RW(baseObject.hittingActor.mpNum, send);
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            RW(baseObject.hittingActor.name, send);
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        }
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        RW(baseObject.hitAttack.success, send);
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        if (baseObject.hitAttack.success)
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        {
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            RW(baseObject.hitAttack.damage, send);
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            RW(baseObject.hitAttack.block, send);
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            RW(baseObject.hitAttack.knockdown, send);
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        }
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        if (!send)
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            objectList->baseObjects.push_back(baseObject);
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    }
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}
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