demboyz/demboyz/netmessages/svc_bspdecal.cpp

74 lines
2.5 KiB
C++

#include "svc_bspdecal.h"
#include "base/bitfile.h"
#include "base/jsonfile.h"
#include "netcontants.h"
namespace NetHandlers
{
bool SVC_BSPDecal_BitRead_Internal(BitRead& bitbuf, SourceGameContext& context, NetMsg::SVC_BSPDecal* data)
{
bitbuf.ReadBitVec3Coord(data->position);
data->decalTextureIndex = bitbuf.ReadUBitLong(MAX_DECAL_INDEX_BITS);
if (bitbuf.ReadOneBit() != 0)
{
data->entIndex = bitbuf.ReadUBitLong(MAX_EDICT_BITS);
data->modelIndex = bitbuf.ReadUBitLong(SP_MODEL_INDEX_BITS);
}
else
{
data->entIndex = 0;
data->modelIndex = 0;
}
data->lowPriority = bitbuf.ReadOneBit() != 0;
return !bitbuf.IsOverflowed();
}
bool SVC_BSPDecal_BitWrite_Internal(BitWrite& bitbuf, const SourceGameContext& context, NetMsg::SVC_BSPDecal* data)
{
bitbuf.WriteBitVec3Coord(data->position);
bitbuf.WriteUBitLong(data->decalTextureIndex, MAX_DECAL_INDEX_BITS);
if (data->entIndex != 0)
{
bitbuf.WriteOneBit(1);
bitbuf.WriteUBitLong(data->entIndex, MAX_EDICT_BITS);
bitbuf.WriteUBitLong(data->modelIndex, SP_MODEL_INDEX_BITS);
}
else
{
bitbuf.WriteOneBit(0);
}
bitbuf.WriteOneBit(data->lowPriority);
return !bitbuf.IsOverflowed();
}
bool SVC_BSPDecal_JsonRead_Internal(JsonRead& jsonbuf, SourceGameContext& context, NetMsg::SVC_BSPDecal* data)
{
return true;
}
bool SVC_BSPDecal_JsonWrite_Internal(JsonWrite& jsonbuf, const SourceGameContext& context, NetMsg::SVC_BSPDecal* data)
{
jsonbuf.StartObject("svc_bspdecal");
jsonbuf.StartObject("position");
jsonbuf.WriteFloat("x", data->position.x);
jsonbuf.WriteFloat("y", data->position.y);
jsonbuf.WriteFloat("z", data->position.z);
jsonbuf.EndObject();
jsonbuf.WriteUInt32("decalTextureIndex", data->decalTextureIndex);
jsonbuf.WriteUInt32("entIndex", data->entIndex);
jsonbuf.WriteUInt32("modelIndex", data->modelIndex);
jsonbuf.WriteBool("lowPriority", data->lowPriority);
jsonbuf.EndObject();
return true;
}
void SVC_BSPDecal_ToString_Internal(std::ostringstream& out, NetMsg::SVC_BSPDecal* data)
{
out << "svc_BSPDecal: tex " << data->decalTextureIndex
<< ", ent " << data->entIndex
<< ", mod " << data->modelIndex
<< " lowpriority " << data->lowPriority;
}
}