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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 "Structs.h"
#include "Util/DataStream.h"
#include <Line.h>
#include <Queue.h>
#include <Types.h>
void sendRestock(Server* server, uint8 playerID);
void sendMoveObject(Server* server, uint8 object, uint8 team, Vector3f pos);
void sendIntelCapture(Server* server, uint8 playerID, uint8 winning);
void sendIntelPickup(Server* server, uint8 playerID);
void sendIntelDrop(Server* server, uint8 playerID);
void sendGrenade(Server* server, uint8 playerID, float fuse, Vector3f position, Vector3f velocity);
void sendPlayerLeft(Server* server, uint8 playerID);
void sendWeaponReload(Server* server, uint8 playerID, uint8 startAnimation, uint8 clip, uint8 reserve);
void sendWeaponInput(Server* server, uint8 playerID, uint8 wInput);
void sendSetColor(Server* server, uint8 playerID, uint8 R, uint8 G, uint8 B);
void sendSetTool(Server* server, uint8 playerID, uint8 tool);
void sendBlockLine(Server* server, uint8 playerID, Vector3i start, Vector3i end);
void sendBlockAction(Server* server, uint8 playerID, uint8 actionType, int X, int Y, int Z);
void sendStateData(Server* server, uint8 playerID);
void sendInputData(Server* server, uint8 playerID);
void sendKillActionPacket(Server* server,
uint8 killerID,
uint8 playerID,
uint8 killReason,
uint8 respawnTime,
uint8 makeInvisible);
void sendSetHP(Server* server,
uint8 playerID,
uint8 hitPlayerID,
long HPChange,
uint8 typeOfDamage,
uint8 killReason,
uint8 respawnTime,
uint8 isGrenade,
Vector3f position);
void sendExistingPlayer(Server* server, uint8 playerID, uint8 otherID);
void sendMapStart(Server* server, uint8 playerID);
void sendMapChunks(Server* server, uint8 playerID);
void sendCreatePlayer(Server* server, uint8 playerID, uint8 otherID);
void SendRespawn(Server* server, uint8 playerID);
void handleAndSendMessage(ENetEvent event, DataStream* data, Server* server, uint8 playerID);
void SendWorldUpdate(Server* server, uint8 playerID);
void SendPositionPacket(Server* server, uint8 playerID, float x, float y, float z);
void OnPacketReceived(Server* server, uint8 playerID, DataStream* data, ENetEvent event);
#endif