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Packets.h
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Packets.h
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// Copyright DarkNeutrino 2021
#ifndef PACKETS_H
#define PACKETS_H
#include <Server/Structs/ServerStruct.h>
#include <Util/DataStream.h>
#include <Util/Line.h>
#include <Util/Queue.h>
#include <Util/Types.h>
uint8_t allow_shot(server_t* server,
player_t* player,
player_t* player_hit,
uint64_t time_now,
float distance,
long* x,
long* y,
long* z,
vector3f_t shot_pos,
vector3f_t shot_orien,
vector3f_t hit_pos,
vector3f_t shot_eye_pos); // Remove me from here later
void send_restock(server_t* server, player_t* player);
void send_move_object(server_t* server, uint8_t object, uint8_t team, vector3f_t pos);
void send_intel_capture(server_t* server, player_t* player, uint8_t winning);
void send_intel_pickup(server_t* server, player_t* player);
void send_intel_drop(server_t* server, player_t* player);
void send_grenade(server_t* server, player_t* player, float fuse, vector3f_t position, vector3f_t velocity);
void send_player_left(server_t* server, player_t* player);
void send_weapon_reload(server_t* server, player_t* player, uint8_t startAnimation, uint8_t clip, uint8_t reserve);
void send_weapon_input(server_t* server, player_t* player, uint8_t wInput);
void send_set_color(server_t* server, player_t* player, color_t color);
void send_set_color_to_player(server_t* server, player_t* player, player_t* receiver, color_t color);
void send_set_tool(server_t* server, player_t* player, uint8_t tool);
void send_block_line(server_t* server, player_t* player, vector3i_t start, vector3i_t end);
void send_block_line_to_player(server_t* server, player_t* player, player_t* receiver, vector3i_t start, vector3i_t end);
void send_block_action(server_t* server, player_t* player, uint8_t actionType, int X, int Y, int Z);
void send_block_action_to_player(server_t* server,
player_t* player,
player_t* receiver,
uint8_t actionType,
int X,
int Y,
int Z);
void send_state_data(server_t* server, player_t* player);
void send_input_data(server_t* server, player_t* player);
void send_kill_action_packet(server_t* server,
player_t* killer,
player_t* player,
uint8_t killReason,
uint8_t respawnTime,
uint8_t makeInvisible);
void send_set_hp(server_t* server,
player_t* player,
player_t* player_hit,
long hp_chnage,
uint8_t type_of_damage,
uint8_t kill_reason,
uint8_t respawn_time,
uint8_t is_grenade,
vector3f_t position);
void send_existing_player(server_t* server, player_t* receiver, player_t* existing_player);
void send_map_start(server_t* server, player_t* player);
void send_map_chunks(server_t* server, player_t* player);
void send_create_player(server_t* server, player_t* receiver, player_t* child);
void send_respawn(server_t* server, player_t* respawn_player);
void send_world_update(server_t* server, player_t* player);
void send_position_packet(server_t* server, player_t* player, float x, float y, float z);
void send_version_request(server_t* server, player_t* player);
void init_packets(server_t* server);
void free_all_packets(server_t* server);
void on_packet_received(server_t* server, player_t* player, stream_t* data);
#endif