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Add Unimplemented GameMessages (#662)
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@ -535,6 +535,10 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream* inStream, const System
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GameMessages::HandleBBBSaveRequest(inStream, entity, sysAddr);
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GameMessages::HandleBBBSaveRequest(inStream, entity, sysAddr);
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break;
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break;
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case GAME_MSG_CONTROL_BEHAVIOR:
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GameMessages::HandleControlBehaviors(inStream, entity, sysAddr);
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break;
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case GAME_MSG_PROPERTY_ENTRANCE_SYNC:
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case GAME_MSG_PROPERTY_ENTRANCE_SYNC:
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GameMessages::HandlePropertyEntranceSync(inStream, entity, sysAddr);
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GameMessages::HandlePropertyEntranceSync(inStream, entity, sysAddr);
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break;
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break;
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@ -2420,6 +2420,42 @@ void GameMessages::HandleBBBLoadItemRequest(RakNet::BitStream* inStream, Entity*
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SEND_PACKET;
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SEND_PACKET;
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}
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}
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void GameMessages::SendSmash(Entity* entity, float force, float ghostOpacity, LWOOBJID killerID, bool ignoreObjectVisibility) {
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CBITSTREAM
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CMSGHEADER
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bitStream.Write(entity->GetObjectID());
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bitStream.Write(GAME_MSG::GAME_MSG_SMASH);
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bitStream.Write(ignoreObjectVisibility);
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bitStream.Write(force);
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bitStream.Write(ghostOpacity);
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bitStream.Write(killerID);
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SEND_PACKET_BROADCAST
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}
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void GameMessages::SendUnSmash(Entity* entity, LWOOBJID builderID, float duration) {
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CBITSTREAM
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CMSGHEADER
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bitStream.Write(entity->GetObjectID());
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bitStream.Write(GAME_MSG::GAME_MSG_UNSMASH);
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bitStream.Write(builderID != LWOOBJID_EMPTY);
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if (builderID != LWOOBJID_EMPTY) bitStream.Write(builderID);
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bitStream.Write(duration != 3.0f);
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if (duration != 3.0f) bitStream.Write(duration);
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SEND_PACKET_BROADCAST
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}
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void GameMessages::HandleControlBehaviors(RakNet::BitStream* inStream, Entity* entity, const SystemAddress& sysAddr) {
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// TODO
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Game::logger->Log("GameMessages", "Recieved Control Behavior GameMessage, but property behaviors are unimplemented.\n");
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}
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void GameMessages::HandleBBBSaveRequest(RakNet::BitStream* inStream, Entity* entity, const SystemAddress& sysAddr) {
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void GameMessages::HandleBBBSaveRequest(RakNet::BitStream* inStream, Entity* entity, const SystemAddress& sysAddr) {
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/*
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/*
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___ ___
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___ ___
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@ -122,6 +122,39 @@ namespace GameMessages {
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void SendStartCelebrationEffect(Entity* entity, const SystemAddress& sysAddr, int celebrationID);
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void SendStartCelebrationEffect(Entity* entity, const SystemAddress& sysAddr, int celebrationID);
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/**
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* Sends a message to an Entity to smash itself, but not delete or destroy itself from the world
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*
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* @param entity The Entity that will smash itself into bricks
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* @param force The force the Entity will be smashed with
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* @param ghostOpacity The ghosting opacity of the smashed Entity
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* @param killerID The Entity that invoked the smash, if none exists, this should be LWOOBJID_EMPTY
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* @param ignoreObjectVisibility Whether or not to ignore the objects visibility
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*/
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void SendSmash(Entity* entity, float force, float ghostOpacity, LWOOBJID killerID, bool ignoreObjectVisibility = false);
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/**
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* Sends a message to an Entity to UnSmash itself (aka rebuild itself over a duration)
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*
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* @param entity The Entity that will UnSmash itself
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* @param builderID The Entity that invoked the build (LWOOBJID_EMPTY if none exists or invoked the rebuild)
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* @param duration The duration for the Entity to rebuild over. 3 seconds by default
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*/
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void SendUnSmash(Entity* entity, LWOOBJID builderID = LWOOBJID_EMPTY, float duration = 3.0f);
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/**
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* @brief This GameMessage is the one that handles all of the property behavior incoming messages from the client.
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*
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* The GameMessage struct can be located here https://lcdruniverse.org/lu_packets/lu_packets/world/gm/server/struct.ControlBehaviors.html
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* For information on the AMF3 format can be found here https://rtmp.veriskope.com/pdf/amf3-file-format-spec.pdf
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* For any questions regarding AMF3 you can contact EmosewaMC on GitHub
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*
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* @param inStream The incoming data sent from the client
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* @param entity The Entity that sent the message
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* @param sysAddr The SystemAddress that sent the message
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*/
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void HandleControlBehaviors(RakNet::BitStream* inStream, Entity* entity, const SystemAddress& sysAddr);
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// Rails stuff
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// Rails stuff
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void SendSetRailMovement(const LWOOBJID& objectID, bool pathGoForward, std::u16string pathName, uint32_t pathStart,
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void SendSetRailMovement(const LWOOBJID& objectID, bool pathGoForward, std::u16string pathName, uint32_t pathStart,
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const SystemAddress& sysAddr = UNASSIGNED_SYSTEM_ADDRESS,
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const SystemAddress& sysAddr = UNASSIGNED_SYSTEM_ADDRESS,
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@ -274,6 +274,7 @@ enum GAME_MSG : unsigned short {
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GAME_MSG_REQUEST_DIE = 38,
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GAME_MSG_REQUEST_DIE = 38,
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GAME_MSG_PLAY_EMOTE = 41,
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GAME_MSG_PLAY_EMOTE = 41,
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GAME_MSG_PLAY_ANIMATION = 43,
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GAME_MSG_PLAY_ANIMATION = 43,
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GAME_MSG_CONTROL_BEHAVIOR = 48,
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GAME_MSG_SET_NAME = 72,
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GAME_MSG_SET_NAME = 72,
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GAME_MSG_ECHO_START_SKILL = 118,
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GAME_MSG_ECHO_START_SKILL = 118,
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GAME_MSG_START_SKILL = 119,
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GAME_MSG_START_SKILL = 119,
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@ -345,6 +346,8 @@ enum GAME_MSG : unsigned short {
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GAME_MSG_DISPLAY_MESSAGE_BOX = 529,
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GAME_MSG_DISPLAY_MESSAGE_BOX = 529,
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GAME_MSG_MESSAGE_BOX_RESPOND = 530,
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GAME_MSG_MESSAGE_BOX_RESPOND = 530,
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GAME_MSG_CHOICE_BOX_RESPOND = 531,
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GAME_MSG_CHOICE_BOX_RESPOND = 531,
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GAME_MSG_SMASH = 537,
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GAME_MSG_UNSMASH = 538,
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GAME_MSG_SET_SHOOTING_GALLERY_RETICULE_EFFECT = 548,
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GAME_MSG_SET_SHOOTING_GALLERY_RETICULE_EFFECT = 548,
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GAME_MSG_PLACE_MODEL_RESPONSE = 0x223,
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GAME_MSG_PLACE_MODEL_RESPONSE = 0x223,
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GAME_MSG_SET_JET_PACK_MODE = 561,
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GAME_MSG_SET_JET_PACK_MODE = 561,
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