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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 "Util/Line.h"
#include "Util/Queue.h"
#include "Util/Types.h"
void send_restock(server_t* server, uint8_t playerID);
void send_move_object(server_t* server, uint8_t object, uint8_t team, vector3f_t pos);
void send_intel_capture(server_t* server, uint8_t playerID, uint8_t winning);
void send_intel_pickup(server_t* server, uint8_t playerID);
void send_intel_drop(server_t* server, uint8_t playerID);
void send_grenade(server_t* server, uint8_t playerID, float fuse, vector3f_t position, vector3f_t velocity);
void send_player_left(server_t* server, uint8_t playerID);
void send_weapon_reload(server_t* server, uint8_t playerID, uint8_t startAnimation, uint8_t clip, uint8_t reserve);
void send_weapon_input(server_t* server, uint8_t playerID, uint8_t wInput);
void send_set_color(server_t* server, uint8_t playerID, uint8_t R, uint8_t G, uint8_t B);
void send_set_color_to_player(server_t* server, uint8_t playerID, uint8_t sendToID, uint8_t R, uint8_t G, uint8_t B);
void send_set_tool(server_t* server, uint8_t playerID, uint8_t tool);
void send_block_line(server_t* server, uint8_t playerID, vector3i_t start, vector3i_t end);
void block_line_to_player(server_t* server, uint8_t playerID, uint8_t sendToID, vector3i_t start, vector3i_t end);
void send_block_action(server_t* server, uint8_t playerID, uint8_t actionType, int X, int Y, int Z);
void send_block_action_to_player(server_t* server,
uint8_t playerID,
uint8_t sendToID,
uint8_t actionType,
int X,
int Y,
int Z);
void send_state_data(server_t* server, uint8_t playerID);
void send_input_data(server_t* server, uint8_t playerID);
void send_kill_action_packet(server_t* server,
uint8_t killerID,
uint8_t playerID,
uint8_t killReason,
uint8_t respawnTime,
uint8_t makeInvisible);
void send_set_hp(server_t* server,
uint8_t playerID,
uint8_t hitPlayerID,
long HPChange,
uint8_t typeOfDamage,
uint8_t killReason,
uint8_t respawnTime,
uint8_t isGrenade,
vector3f_t position);
void send_existing_player(server_t* server, uint8_t playerID, uint8_t otherID);
void send_map_start(server_t* server, uint8_t playerID);
void send_map_chunks(server_t* server, uint8_t playerID);
void send_create_player(server_t* server, uint8_t playerID, uint8_t otherID);
void send_respawn(server_t* server, uint8_t playerID);
void receive_handle_send_message(server_t* server, uint8_t player, datastream_t* data);
void send_world_update(server_t* server, uint8_t playerID);
void send_position_packet(server_t* server, uint8_t playerID, float x, float y, float z);
void init_packets(server_t* server);
void free_all_packets(server_t* server);
void on_packet_received(server_t* server, uint8_t playerID, datastream_t* data);
#endif