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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 sendKillPacket(Server* server,
uint8 killerID,
uint8 playerID,
uint8 killReason,
uint8 respawnTime,
uint8 makeInvisible);
void sendHP(Server* server,
uint8 playerID,
uint8 hitPlayerID,
long HPChange,
uint8 typeOfDamage,
uint8 killReason,
uint8 respawnTime,
uint8 isGrenade,
Vector3f position);
void SendPlayerState(Server* server, uint8 playerID, uint8 otherID);
void SendMapStart(Server* server, uint8 playerID);
void SendMapChunks(Server* server, uint8 playerID);
void SendRespawnState(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