mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-07 11:14:11 +00:00
consolidate the messagetype enums into a single namespace (#1647)
This commit is contained in:
@@ -33,13 +33,13 @@
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#include "eMissionTaskType.h"
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#include "eReplicaComponentType.h"
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#include "eConnectionType.h"
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#include "eGameMessageType.h"
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#include "MessageType/Game.h"
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#include "ePlayerFlag.h"
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#include "dConfig.h"
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#include "GhostComponent.h"
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#include "StringifiedEnum.h"
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void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const SystemAddress& sysAddr, LWOOBJID objectID, eGameMessageType messageID) {
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void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const SystemAddress& sysAddr, LWOOBJID objectID, MessageType::Game messageID) {
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CBITSTREAM;
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@@ -53,58 +53,58 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const System
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return;
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}
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if (messageID != eGameMessageType::READY_FOR_UPDATES) LOG_DEBUG("Received GM with ID and name: %4i, %s", messageID, StringifiedEnum::ToString(messageID).data());
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if (messageID != MessageType::Game::READY_FOR_UPDATES) LOG_DEBUG("Received GM with ID and name: %4i, %s", messageID, StringifiedEnum::ToString(messageID).data());
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switch (messageID) {
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case eGameMessageType::UN_USE_BBB_MODEL: {
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case MessageType::Game::UN_USE_BBB_MODEL: {
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GameMessages::HandleUnUseModel(inStream, entity, sysAddr);
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break;
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}
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case eGameMessageType::PLAY_EMOTE: {
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case MessageType::Game::PLAY_EMOTE: {
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GameMessages::HandlePlayEmote(inStream, entity);
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break;
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}
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case eGameMessageType::MOVE_ITEM_IN_INVENTORY: {
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case MessageType::Game::MOVE_ITEM_IN_INVENTORY: {
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GameMessages::HandleMoveItemInInventory(inStream, entity);
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break;
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}
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case eGameMessageType::REMOVE_ITEM_FROM_INVENTORY: {
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case MessageType::Game::REMOVE_ITEM_FROM_INVENTORY: {
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GameMessages::HandleRemoveItemFromInventory(inStream, entity, sysAddr);
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break;
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}
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case eGameMessageType::EQUIP_INVENTORY:
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case MessageType::Game::EQUIP_INVENTORY:
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GameMessages::HandleEquipItem(inStream, entity);
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break;
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case eGameMessageType::UN_EQUIP_INVENTORY:
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case MessageType::Game::UN_EQUIP_INVENTORY:
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GameMessages::HandleUnequipItem(inStream, entity);
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break;
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case eGameMessageType::RESPOND_TO_MISSION: {
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case MessageType::Game::RESPOND_TO_MISSION: {
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GameMessages::HandleRespondToMission(inStream, entity);
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break;
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}
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case eGameMessageType::REQUEST_USE: {
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case MessageType::Game::REQUEST_USE: {
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GameMessages::HandleRequestUse(inStream, entity, sysAddr);
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break;
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}
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case eGameMessageType::SET_FLAG: {
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case MessageType::Game::SET_FLAG: {
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GameMessages::HandleSetFlag(inStream, entity);
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break;
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}
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case eGameMessageType::HAS_BEEN_COLLECTED: {
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case MessageType::Game::HAS_BEEN_COLLECTED: {
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GameMessages::HandleHasBeenCollected(inStream, entity);
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break;
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}
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case eGameMessageType::PLAYER_LOADED: {
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case MessageType::Game::PLAYER_LOADED: {
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GameMessages::SendRestoreToPostLoadStats(entity, sysAddr);
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entity->SetPlayerReadyForUpdates();
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@@ -183,82 +183,82 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const System
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break;
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}
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case eGameMessageType::REQUEST_LINKED_MISSION: {
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case MessageType::Game::REQUEST_LINKED_MISSION: {
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GameMessages::HandleRequestLinkedMission(inStream, entity);
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break;
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}
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case eGameMessageType::MISSION_DIALOGUE_OK: {
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case MessageType::Game::MISSION_DIALOGUE_OK: {
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GameMessages::HandleMissionDialogOK(inStream, entity);
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break;
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}
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case eGameMessageType::MISSION_DIALOGUE_CANCELLED: {
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case MessageType::Game::MISSION_DIALOGUE_CANCELLED: {
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// This message is pointless for our implementation, as the client just carries on after
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// rejecting a mission offer. We dont need to do anything. This is just here to remove a warning in our logs :)
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break;
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}
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case eGameMessageType::REQUEST_PLATFORM_RESYNC: {
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case MessageType::Game::REQUEST_PLATFORM_RESYNC: {
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GameMessages::HandleRequestPlatformResync(inStream, entity, sysAddr);
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break;
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}
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case eGameMessageType::FIRE_EVENT_SERVER_SIDE: {
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case MessageType::Game::FIRE_EVENT_SERVER_SIDE: {
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GameMessages::HandleFireEventServerSide(inStream, entity, sysAddr);
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break;
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}
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case eGameMessageType::SEND_ACTIVITY_SUMMARY_LEADERBOARD_DATA: {
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case MessageType::Game::SEND_ACTIVITY_SUMMARY_LEADERBOARD_DATA: {
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GameMessages::HandleActivitySummaryLeaderboardData(inStream, entity, sysAddr);
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break;
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}
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case eGameMessageType::REQUEST_ACTIVITY_SUMMARY_LEADERBOARD_DATA: {
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case MessageType::Game::REQUEST_ACTIVITY_SUMMARY_LEADERBOARD_DATA: {
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GameMessages::HandleRequestActivitySummaryLeaderboardData(inStream, entity, sysAddr);
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break;
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}
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case eGameMessageType::ACTIVITY_STATE_CHANGE_REQUEST: {
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case MessageType::Game::ACTIVITY_STATE_CHANGE_REQUEST: {
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GameMessages::HandleActivityStateChangeRequest(inStream, entity);
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break;
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}
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case eGameMessageType::PARSE_CHAT_MESSAGE: {
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case MessageType::Game::PARSE_CHAT_MESSAGE: {
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GameMessages::HandleParseChatMessage(inStream, entity, sysAddr);
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break;
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}
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case eGameMessageType::NOTIFY_SERVER_LEVEL_PROCESSING_COMPLETE: {
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case MessageType::Game::NOTIFY_SERVER_LEVEL_PROCESSING_COMPLETE: {
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GameMessages::HandleNotifyServerLevelProcessingComplete(inStream, entity);
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break;
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}
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case eGameMessageType::PICKUP_CURRENCY: {
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case MessageType::Game::PICKUP_CURRENCY: {
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GameMessages::HandlePickupCurrency(inStream, entity);
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break;
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}
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case eGameMessageType::PICKUP_ITEM: {
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case MessageType::Game::PICKUP_ITEM: {
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GameMessages::HandlePickupItem(inStream, entity);
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break;
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}
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case eGameMessageType::RESURRECT: {
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case MessageType::Game::RESURRECT: {
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GameMessages::HandleResurrect(inStream, entity);
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break;
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}
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case eGameMessageType::REQUEST_RESURRECT: {
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case MessageType::Game::REQUEST_RESURRECT: {
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GameMessages::SendResurrect(entity);
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break;
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}
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case eGameMessageType::GET_HOT_PROPERTY_DATA: {
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case MessageType::Game::GET_HOT_PROPERTY_DATA: {
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GameMessages::HandleGetHotPropertyData(inStream, entity, sysAddr);
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break;
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}
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case eGameMessageType::REQUEST_SERVER_PROJECTILE_IMPACT:
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case MessageType::Game::REQUEST_SERVER_PROJECTILE_IMPACT:
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{
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auto message = RequestServerProjectileImpact();
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@@ -275,7 +275,7 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const System
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break;
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}
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case eGameMessageType::START_SKILL: {
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case MessageType::Game::START_SKILL: {
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StartSkill startSkill = StartSkill();
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startSkill.Deserialize(inStream); // inStream replaces &bitStream
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@@ -311,7 +311,7 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const System
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if (success) {
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//Broadcast our startSkill:
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RakNet::BitStream bitStreamLocal;
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BitStreamUtils::WriteHeader(bitStreamLocal, eConnectionType::CLIENT, eClientMessageType::GAME_MSG);
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BitStreamUtils::WriteHeader(bitStreamLocal, eConnectionType::CLIENT, MessageType::Client::GAME_MSG);
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bitStreamLocal.Write(entity->GetObjectID());
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EchoStartSkill echoStartSkill;
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@@ -331,9 +331,9 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const System
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}
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} break;
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case eGameMessageType::SYNC_SKILL: {
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case MessageType::Game::SYNC_SKILL: {
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RakNet::BitStream bitStreamLocal;
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BitStreamUtils::WriteHeader(bitStreamLocal, eConnectionType::CLIENT, eClientMessageType::GAME_MSG);
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BitStreamUtils::WriteHeader(bitStreamLocal, eConnectionType::CLIENT, MessageType::Client::GAME_MSG);
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bitStreamLocal.Write(entity->GetObjectID());
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SyncSkill sync = SyncSkill(inStream); // inStream replaced &bitStream
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@@ -365,330 +365,330 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const System
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Game::server->Send(bitStreamLocal, sysAddr, true);
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} break;
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case eGameMessageType::REQUEST_SMASH_PLAYER:
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case MessageType::Game::REQUEST_SMASH_PLAYER:
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entity->Smash(entity->GetObjectID());
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break;
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case eGameMessageType::MOVE_ITEM_BETWEEN_INVENTORY_TYPES:
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case MessageType::Game::MOVE_ITEM_BETWEEN_INVENTORY_TYPES:
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GameMessages::HandleMoveItemBetweenInventoryTypes(inStream, entity, sysAddr);
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break;
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case eGameMessageType::MODULAR_BUILD_FINISH:
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case MessageType::Game::MODULAR_BUILD_FINISH:
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GameMessages::HandleModularBuildFinish(inStream, entity, sysAddr);
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break;
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case eGameMessageType::PUSH_EQUIPPED_ITEMS_STATE:
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case MessageType::Game::PUSH_EQUIPPED_ITEMS_STATE:
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GameMessages::HandlePushEquippedItemsState(inStream, entity);
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break;
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case eGameMessageType::POP_EQUIPPED_ITEMS_STATE:
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case MessageType::Game::POP_EQUIPPED_ITEMS_STATE:
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GameMessages::HandlePopEquippedItemsState(inStream, entity);
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break;
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case eGameMessageType::BUY_FROM_VENDOR:
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case MessageType::Game::BUY_FROM_VENDOR:
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GameMessages::HandleBuyFromVendor(inStream, entity, sysAddr);
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break;
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case eGameMessageType::SELL_TO_VENDOR:
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case MessageType::Game::SELL_TO_VENDOR:
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GameMessages::HandleSellToVendor(inStream, entity, sysAddr);
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break;
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case eGameMessageType::BUYBACK_FROM_VENDOR:
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case MessageType::Game::BUYBACK_FROM_VENDOR:
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GameMessages::HandleBuybackFromVendor(inStream, entity, sysAddr);
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break;
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case eGameMessageType::MODULAR_BUILD_MOVE_AND_EQUIP:
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case MessageType::Game::MODULAR_BUILD_MOVE_AND_EQUIP:
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GameMessages::HandleModularBuildMoveAndEquip(inStream, entity, sysAddr);
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break;
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case eGameMessageType::DONE_ARRANGING_WITH_ITEM:
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case MessageType::Game::DONE_ARRANGING_WITH_ITEM:
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GameMessages::HandleDoneArrangingWithItem(inStream, entity, sysAddr);
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break;
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case eGameMessageType::MODULAR_BUILD_CONVERT_MODEL:
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case MessageType::Game::MODULAR_BUILD_CONVERT_MODEL:
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GameMessages::HandleModularBuildConvertModel(inStream, entity, sysAddr);
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break;
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case eGameMessageType::BUILD_MODE_SET:
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case MessageType::Game::BUILD_MODE_SET:
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GameMessages::HandleBuildModeSet(inStream, entity);
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break;
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case eGameMessageType::REBUILD_CANCEL:
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case MessageType::Game::REBUILD_CANCEL:
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GameMessages::HandleQuickBuildCancel(inStream, entity);
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break;
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case eGameMessageType::MATCH_REQUEST:
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case MessageType::Game::MATCH_REQUEST:
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GameMessages::HandleMatchRequest(inStream, entity);
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break;
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case eGameMessageType::USE_NON_EQUIPMENT_ITEM:
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case MessageType::Game::USE_NON_EQUIPMENT_ITEM:
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GameMessages::HandleUseNonEquipmentItem(inStream, entity);
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break;
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case eGameMessageType::CLIENT_ITEM_CONSUMED:
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case MessageType::Game::CLIENT_ITEM_CONSUMED:
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GameMessages::HandleClientItemConsumed(inStream, entity);
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break;
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case eGameMessageType::SET_CONSUMABLE_ITEM:
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case MessageType::Game::SET_CONSUMABLE_ITEM:
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GameMessages::HandleSetConsumableItem(inStream, entity, sysAddr);
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break;
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case eGameMessageType::VERIFY_ACK:
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case MessageType::Game::VERIFY_ACK:
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GameMessages::HandleVerifyAck(inStream, entity, sysAddr);
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break;
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// Trading
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case eGameMessageType::CLIENT_TRADE_REQUEST:
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case MessageType::Game::CLIENT_TRADE_REQUEST:
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GameMessages::HandleClientTradeRequest(inStream, entity, sysAddr);
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break;
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case eGameMessageType::CLIENT_TRADE_CANCEL:
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case MessageType::Game::CLIENT_TRADE_CANCEL:
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GameMessages::HandleClientTradeCancel(inStream, entity, sysAddr);
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break;
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case eGameMessageType::CLIENT_TRADE_ACCEPT:
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case MessageType::Game::CLIENT_TRADE_ACCEPT:
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GameMessages::HandleClientTradeAccept(inStream, entity, sysAddr);
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break;
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case eGameMessageType::CLIENT_TRADE_UPDATE:
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case MessageType::Game::CLIENT_TRADE_UPDATE:
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GameMessages::HandleClientTradeUpdate(inStream, entity, sysAddr);
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break;
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// Pets
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case eGameMessageType::PET_TAMING_TRY_BUILD:
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case MessageType::Game::PET_TAMING_TRY_BUILD:
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GameMessages::HandlePetTamingTryBuild(inStream, entity, sysAddr);
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break;
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case eGameMessageType::NOTIFY_TAMING_BUILD_SUCCESS:
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case MessageType::Game::NOTIFY_TAMING_BUILD_SUCCESS:
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GameMessages::HandleNotifyTamingBuildSuccess(inStream, entity, sysAddr);
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break;
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case eGameMessageType::REQUEST_SET_PET_NAME:
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case MessageType::Game::REQUEST_SET_PET_NAME:
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GameMessages::HandleRequestSetPetName(inStream, entity, sysAddr);
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break;
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case eGameMessageType::START_SERVER_PET_MINIGAME_TIMER:
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case MessageType::Game::START_SERVER_PET_MINIGAME_TIMER:
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GameMessages::HandleStartServerPetMinigameTimer(inStream, entity, sysAddr);
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break;
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case eGameMessageType::CLIENT_EXIT_TAMING_MINIGAME:
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case MessageType::Game::CLIENT_EXIT_TAMING_MINIGAME:
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GameMessages::HandleClientExitTamingMinigame(inStream, entity, sysAddr);
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break;
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case eGameMessageType::COMMAND_PET:
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case MessageType::Game::COMMAND_PET:
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GameMessages::HandleCommandPet(inStream, entity, sysAddr);
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break;
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case eGameMessageType::DESPAWN_PET:
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case MessageType::Game::DESPAWN_PET:
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GameMessages::HandleDespawnPet(inStream, entity, sysAddr);
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break;
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case eGameMessageType::MESSAGE_BOX_RESPOND:
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case MessageType::Game::MESSAGE_BOX_RESPOND:
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GameMessages::HandleMessageBoxResponse(inStream, entity, sysAddr);
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break;
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case eGameMessageType::CHOICE_BOX_RESPOND:
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case MessageType::Game::CHOICE_BOX_RESPOND:
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GameMessages::HandleChoiceBoxRespond(inStream, entity, sysAddr);
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break;
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// Property
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case eGameMessageType::QUERY_PROPERTY_DATA:
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case MessageType::Game::QUERY_PROPERTY_DATA:
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GameMessages::HandleQueryPropertyData(inStream, entity, sysAddr);
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break;
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case eGameMessageType::START_BUILDING_WITH_ITEM:
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case MessageType::Game::START_BUILDING_WITH_ITEM:
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GameMessages::HandleStartBuildingWithItem(inStream, entity, sysAddr);
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break;
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case eGameMessageType::SET_BUILD_MODE:
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case MessageType::Game::SET_BUILD_MODE:
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GameMessages::HandleSetBuildMode(inStream, entity, sysAddr);
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break;
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case eGameMessageType::PROPERTY_EDITOR_BEGIN:
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case MessageType::Game::PROPERTY_EDITOR_BEGIN:
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GameMessages::HandlePropertyEditorBegin(inStream, entity, sysAddr);
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break;
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case eGameMessageType::PROPERTY_EDITOR_END:
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case MessageType::Game::PROPERTY_EDITOR_END:
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GameMessages::HandlePropertyEditorEnd(inStream, entity, sysAddr);
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break;
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case eGameMessageType::PROPERTY_CONTENTS_FROM_CLIENT:
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case MessageType::Game::PROPERTY_CONTENTS_FROM_CLIENT:
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GameMessages::HandlePropertyContentsFromClient(inStream, entity, sysAddr);
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break;
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case eGameMessageType::ZONE_PROPERTY_MODEL_EQUIPPED:
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case MessageType::Game::ZONE_PROPERTY_MODEL_EQUIPPED:
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GameMessages::HandlePropertyModelEquipped(inStream, entity, sysAddr);
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break;
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case eGameMessageType::PLACE_PROPERTY_MODEL:
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case MessageType::Game::PLACE_PROPERTY_MODEL:
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GameMessages::HandlePlacePropertyModel(inStream, entity, sysAddr);
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break;
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case eGameMessageType::UPDATE_MODEL_FROM_CLIENT:
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case MessageType::Game::UPDATE_MODEL_FROM_CLIENT:
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GameMessages::HandleUpdatePropertyModel(inStream, entity, sysAddr);
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break;
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case eGameMessageType::DELETE_MODEL_FROM_CLIENT:
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case MessageType::Game::DELETE_MODEL_FROM_CLIENT:
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GameMessages::HandleDeletePropertyModel(inStream, entity, sysAddr);
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break;
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case eGameMessageType::BBB_LOAD_ITEM_REQUEST:
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case MessageType::Game::BBB_LOAD_ITEM_REQUEST:
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GameMessages::HandleBBBLoadItemRequest(inStream, entity, sysAddr);
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break;
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||||
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||||
case eGameMessageType::BBB_SAVE_REQUEST:
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case MessageType::Game::BBB_SAVE_REQUEST:
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GameMessages::HandleBBBSaveRequest(inStream, entity, sysAddr);
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break;
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||||
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case eGameMessageType::CONTROL_BEHAVIORS:
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case MessageType::Game::CONTROL_BEHAVIORS:
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||||
GameMessages::HandleControlBehaviors(inStream, entity, sysAddr);
|
||||
break;
|
||||
|
||||
case eGameMessageType::PROPERTY_ENTRANCE_SYNC:
|
||||
case MessageType::Game::PROPERTY_ENTRANCE_SYNC:
|
||||
GameMessages::HandlePropertyEntranceSync(inStream, entity, sysAddr);
|
||||
break;
|
||||
|
||||
case eGameMessageType::ENTER_PROPERTY1:
|
||||
case MessageType::Game::ENTER_PROPERTY1:
|
||||
GameMessages::HandleEnterProperty(inStream, entity, sysAddr);
|
||||
break;
|
||||
|
||||
case eGameMessageType::ZONE_PROPERTY_MODEL_ROTATED:
|
||||
case MessageType::Game::ZONE_PROPERTY_MODEL_ROTATED:
|
||||
Game::entityManager->GetZoneControlEntity()->OnZonePropertyModelRotated(usr->GetLastUsedChar()->GetEntity());
|
||||
break;
|
||||
|
||||
case eGameMessageType::UPDATE_PROPERTY_OR_MODEL_FOR_FILTER_CHECK:
|
||||
case MessageType::Game::UPDATE_PROPERTY_OR_MODEL_FOR_FILTER_CHECK:
|
||||
GameMessages::HandleUpdatePropertyOrModelForFilterCheck(inStream, entity, sysAddr);
|
||||
break;
|
||||
|
||||
case eGameMessageType::SET_PROPERTY_ACCESS:
|
||||
case MessageType::Game::SET_PROPERTY_ACCESS:
|
||||
GameMessages::HandleSetPropertyAccess(inStream, entity, sysAddr);
|
||||
break;
|
||||
|
||||
// Racing
|
||||
case eGameMessageType::MODULE_ASSEMBLY_QUERY_DATA:
|
||||
case MessageType::Game::MODULE_ASSEMBLY_QUERY_DATA:
|
||||
GameMessages::HandleModuleAssemblyQueryData(inStream, entity, sysAddr);
|
||||
break;
|
||||
|
||||
case eGameMessageType::ACKNOWLEDGE_POSSESSION:
|
||||
case MessageType::Game::ACKNOWLEDGE_POSSESSION:
|
||||
GameMessages::HandleAcknowledgePossession(inStream, entity, sysAddr);
|
||||
break;
|
||||
|
||||
case eGameMessageType::VEHICLE_SET_WHEEL_LOCK_STATE:
|
||||
case MessageType::Game::VEHICLE_SET_WHEEL_LOCK_STATE:
|
||||
GameMessages::HandleVehicleSetWheelLockState(inStream, entity, sysAddr);
|
||||
break;
|
||||
|
||||
case eGameMessageType::MODULAR_ASSEMBLY_NIF_COMPLETED:
|
||||
case MessageType::Game::MODULAR_ASSEMBLY_NIF_COMPLETED:
|
||||
GameMessages::HandleModularAssemblyNIFCompleted(inStream, entity, sysAddr);
|
||||
break;
|
||||
|
||||
case eGameMessageType::RACING_CLIENT_READY:
|
||||
case MessageType::Game::RACING_CLIENT_READY:
|
||||
GameMessages::HandleRacingClientReady(inStream, entity, sysAddr);
|
||||
break;
|
||||
|
||||
case eGameMessageType::REQUEST_DIE:
|
||||
case MessageType::Game::REQUEST_DIE:
|
||||
GameMessages::HandleRequestDie(inStream, entity, sysAddr);
|
||||
break;
|
||||
|
||||
case eGameMessageType::NOTIFY_SERVER_VEHICLE_ADD_PASSIVE_BOOST_ACTION:
|
||||
case MessageType::Game::NOTIFY_SERVER_VEHICLE_ADD_PASSIVE_BOOST_ACTION:
|
||||
GameMessages::HandleVehicleNotifyServerAddPassiveBoostAction(inStream, entity, sysAddr);
|
||||
break;
|
||||
|
||||
case eGameMessageType::NOTIFY_SERVER_VEHICLE_REMOVE_PASSIVE_BOOST_ACTION:
|
||||
case MessageType::Game::NOTIFY_SERVER_VEHICLE_REMOVE_PASSIVE_BOOST_ACTION:
|
||||
GameMessages::HandleVehicleNotifyServerRemovePassiveBoostAction(inStream, entity, sysAddr);
|
||||
break;
|
||||
|
||||
case eGameMessageType::RACING_PLAYER_INFO_RESET_FINISHED:
|
||||
case MessageType::Game::RACING_PLAYER_INFO_RESET_FINISHED:
|
||||
GameMessages::HandleRacingPlayerInfoResetFinished(inStream, entity, sysAddr);
|
||||
break;
|
||||
|
||||
case eGameMessageType::VEHICLE_NOTIFY_HIT_IMAGINATION_SERVER:
|
||||
case MessageType::Game::VEHICLE_NOTIFY_HIT_IMAGINATION_SERVER:
|
||||
GameMessages::HandleVehicleNotifyHitImaginationServer(inStream, entity, sysAddr);
|
||||
break;
|
||||
case eGameMessageType::UPDATE_PROPERTY_PERFORMANCE_COST:
|
||||
case MessageType::Game::UPDATE_PROPERTY_PERFORMANCE_COST:
|
||||
GameMessages::HandleUpdatePropertyPerformanceCost(inStream, entity, sysAddr);
|
||||
break;
|
||||
// SG
|
||||
case eGameMessageType::UPDATE_SHOOTING_GALLERY_ROTATION:
|
||||
case MessageType::Game::UPDATE_SHOOTING_GALLERY_ROTATION:
|
||||
GameMessages::HandleUpdateShootingGalleryRotation(inStream, entity, sysAddr);
|
||||
break;
|
||||
|
||||
// NT
|
||||
case eGameMessageType::REQUEST_MOVE_ITEM_BETWEEN_INVENTORY_TYPES:
|
||||
case MessageType::Game::REQUEST_MOVE_ITEM_BETWEEN_INVENTORY_TYPES:
|
||||
GameMessages::HandleRequestMoveItemBetweenInventoryTypes(inStream, entity, sysAddr);
|
||||
break;
|
||||
|
||||
case eGameMessageType::TOGGLE_GHOST_REFERENCE_OVERRIDE:
|
||||
case MessageType::Game::TOGGLE_GHOST_REFERENCE_OVERRIDE:
|
||||
GameMessages::HandleToggleGhostReferenceOverride(inStream, entity, sysAddr);
|
||||
break;
|
||||
|
||||
case eGameMessageType::SET_GHOST_REFERENCE_POSITION:
|
||||
case MessageType::Game::SET_GHOST_REFERENCE_POSITION:
|
||||
GameMessages::HandleSetGhostReferencePosition(inStream, entity, sysAddr);
|
||||
break;
|
||||
|
||||
case eGameMessageType::READY_FOR_UPDATES:
|
||||
case MessageType::Game::READY_FOR_UPDATES:
|
||||
//We don't really care about this message, as it's simply here to inform us that the client is done loading an object.
|
||||
//In the event we _do_ send an update to an object that hasn't finished loading, the client will handle it anyway.
|
||||
break;
|
||||
|
||||
case eGameMessageType::REPORT_BUG:
|
||||
case MessageType::Game::REPORT_BUG:
|
||||
GameMessages::HandleReportBug(inStream, entity);
|
||||
break;
|
||||
|
||||
case eGameMessageType::CLIENT_RAIL_MOVEMENT_READY:
|
||||
case MessageType::Game::CLIENT_RAIL_MOVEMENT_READY:
|
||||
GameMessages::HandleClientRailMovementReady(inStream, entity, sysAddr);
|
||||
break;
|
||||
|
||||
case eGameMessageType::CANCEL_RAIL_MOVEMENT:
|
||||
case MessageType::Game::CANCEL_RAIL_MOVEMENT:
|
||||
GameMessages::HandleCancelRailMovement(inStream, entity, sysAddr);
|
||||
break;
|
||||
|
||||
case eGameMessageType::PLAYER_RAIL_ARRIVED_NOTIFICATION:
|
||||
case MessageType::Game::PLAYER_RAIL_ARRIVED_NOTIFICATION:
|
||||
GameMessages::HandlePlayerRailArrivedNotification(inStream, entity, sysAddr);
|
||||
break;
|
||||
|
||||
case eGameMessageType::CINEMATIC_UPDATE:
|
||||
case MessageType::Game::CINEMATIC_UPDATE:
|
||||
GameMessages::HandleCinematicUpdate(inStream, entity, sysAddr);
|
||||
break;
|
||||
|
||||
case eGameMessageType::MODIFY_PLAYER_ZONE_STATISTIC:
|
||||
case MessageType::Game::MODIFY_PLAYER_ZONE_STATISTIC:
|
||||
GameMessages::HandleModifyPlayerZoneStatistic(inStream, entity);
|
||||
break;
|
||||
|
||||
case eGameMessageType::UPDATE_PLAYER_STATISTIC:
|
||||
case MessageType::Game::UPDATE_PLAYER_STATISTIC:
|
||||
GameMessages::HandleUpdatePlayerStatistic(inStream, entity);
|
||||
break;
|
||||
|
||||
case eGameMessageType::DISMOUNT_COMPLETE:
|
||||
case MessageType::Game::DISMOUNT_COMPLETE:
|
||||
GameMessages::HandleDismountComplete(inStream, entity, sysAddr);
|
||||
break;
|
||||
case eGameMessageType::DECTIVATE_BUBBLE_BUFF:
|
||||
case MessageType::Game::DECTIVATE_BUBBLE_BUFF:
|
||||
GameMessages::HandleDeactivateBubbleBuff(inStream, entity);
|
||||
break;
|
||||
case eGameMessageType::ACTIVATE_BUBBLE_BUFF:
|
||||
case MessageType::Game::ACTIVATE_BUBBLE_BUFF:
|
||||
GameMessages::HandleActivateBubbleBuff(inStream, entity);
|
||||
break;
|
||||
case eGameMessageType::ZONE_SUMMARY_DISMISSED:
|
||||
case MessageType::Game::ZONE_SUMMARY_DISMISSED:
|
||||
GameMessages::HandleZoneSummaryDismissed(inStream, entity);
|
||||
break;
|
||||
case eGameMessageType::REQUEST_ACTIVITY_EXIT:
|
||||
case MessageType::Game::REQUEST_ACTIVITY_EXIT:
|
||||
GameMessages::HandleRequestActivityExit(inStream, entity);
|
||||
break;
|
||||
case eGameMessageType::ADD_DONATION_ITEM:
|
||||
case MessageType::Game::ADD_DONATION_ITEM:
|
||||
GameMessages::HandleAddDonationItem(inStream, entity, sysAddr);
|
||||
break;
|
||||
case eGameMessageType::REMOVE_DONATION_ITEM:
|
||||
case MessageType::Game::REMOVE_DONATION_ITEM:
|
||||
GameMessages::HandleRemoveDonationItem(inStream, entity, sysAddr);
|
||||
break;
|
||||
case eGameMessageType::CONFIRM_DONATION_ON_PLAYER:
|
||||
case MessageType::Game::CONFIRM_DONATION_ON_PLAYER:
|
||||
GameMessages::HandleConfirmDonationOnPlayer(inStream, entity);
|
||||
break;
|
||||
case eGameMessageType::CANCEL_DONATION_ON_PLAYER:
|
||||
case MessageType::Game::CANCEL_DONATION_ON_PLAYER:
|
||||
GameMessages::HandleCancelDonationOnPlayer(inStream, entity);
|
||||
break;
|
||||
case eGameMessageType::REQUEST_VENDOR_STATUS_UPDATE:
|
||||
case MessageType::Game::REQUEST_VENDOR_STATUS_UPDATE:
|
||||
GameMessages::SendVendorStatusUpdate(entity, sysAddr, true);
|
||||
break;
|
||||
case eGameMessageType::UPDATE_INVENTORY_GROUP:
|
||||
case MessageType::Game::UPDATE_INVENTORY_GROUP:
|
||||
GameMessages::HandleUpdateInventoryGroup(inStream, entity, sysAddr);
|
||||
break;
|
||||
case eGameMessageType::UPDATE_INVENTORY_GROUP_CONTENTS:
|
||||
case MessageType::Game::UPDATE_INVENTORY_GROUP_CONTENTS:
|
||||
GameMessages::HandleUpdateInventoryGroupContents(inStream, entity, sysAddr);
|
||||
break;
|
||||
|
||||
|
Reference in New Issue
Block a user