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Вернуться   ANTICHAT > ПРОГРАММИРОВАНИЕ > Общие вопросы программирования
   
 
 
Опции темы Поиск в этой теме Опции просмотра

  #7  
Старый 31.03.2022, 07:06
Ya Zaregalsya
Постоянный
Регистрация: 29.05.2017
Сообщений: 394
С нами: 4714653

Репутация: 98
По умолчанию

Чтение:





Код:
struct
ApplyPlayerAnimationData
{
UINT16 wPlayerID
;
UINT8 AnimLibLength
;
std
::
string AnimLib
;
UINT8 AnimNameLength
;
std
::
string AnimName
;
float
fDelta
;
bool
loop
;
bool
lockx
;
bool
locky
;
bool
freeze
;
UINT32 dTime
;
}
;
bool
CALLBACK
incomingRPC
(
stRakNetHookParams
*
data
)
{
switch
(
data
->
packetId
)
{
case
ScriptRPCEnumeration
::
RPC_ScrApplyAnimation
:
{
ApplyPlayerAnimationData applyPlayerAnimationData
;
data
->
bitStream
->
Read
(
applyPlayerAnimationData
.
wPlayerID
)
;
data
->
bitStream
->
Read
(
applyPlayerAnimationData
.
AnimLibLength
)
;
applyPlayerAnimationData
.
AnimLib
.
resize
(
(
size_t
)
applyPlayerAnimationData
.
AnimLibLength
,
'\0'
)
;
data
->
bitStream
->
Read
(
(
PCHAR
)
applyPlayerAnimationData
.
AnimLib
.
data
(
)
,
(
size_t
)
applyPlayerAnimationData
.
AnimLibLength
)
;
data
->
bitStream
->
Read
(
applyPlayerAnimationData
.
AnimNameLength
)
;
applyPlayerAnimationData
.
AnimName
.
resize
(
(
size_t
)
applyPlayerAnimationData
.
AnimNameLength
,
'\0'
)
;
data
->
bitStream
->
Read
(
(
PCHAR
)
applyPlayerAnimationData
.
AnimName
.
data
(
)
,
(
size_t
)
applyPlayerAnimationData
.
AnimNameLength
)
;
data
->
bitStream
->
Read
(
applyPlayerAnimationData
.
fDelta
)
;
data
->
bitStream
->
Read
(
applyPlayerAnimationData
.
loop
)
;
data
->
bitStream
->
Read
(
applyPlayerAnimationData
.
lockx
)
;
data
->
bitStream
->
Read
(
applyPlayerAnimationData
.
locky
)
;
data
->
bitStream
->
Read
(
applyPlayerAnimationData
.
freeze
)
;
data
->
bitStream
->
Read
(
applyPlayerAnimationData
.
dTime
)
;
data
->
bitStream
->
ResetReadPointer
(
)
;
SF
->
getSAMP
(
)
->
getChat
(
)
->
AddChatMessage
(
-
1
,
"PlayerId: %d; AnimLib: %s; AnimName: %s; fDelta: %f; loop: %d; lockx: %d; locky: %d; freeze: %d; dTime: %d;"
,
applyPlayerAnimationData
.
wPlayerID
,
applyPlayerAnimationData
.
AnimLib
.
c_str
(
)
,
applyPlayerAnimationData
.
AnimName
.
c_str
(
)
,
applyPlayerAnimationData
.
fDelta
,
applyPlayerAnimationData
.
loop
,
applyPlayerAnimationData
.
lockx
,
applyPlayerAnimationData
.
locky
,
applyPlayerAnimationData
.
freeze
,
applyPlayerAnimationData
.
dTime
)
;
SF
->
getSAMP
(
)
->
getChat
(
)
->
AddChatMessage
(
-
1
,
"AnimLibLength: %d; AnimNameLength: %d;"
,
applyPlayerAnimationData
.
AnimLibLength
,
applyPlayerAnimationData
.
AnimNameLength
)
;
break
;
}
}
return
true
;
}


Запись:





Код:
UINT16 wPlayerID
=
SF
->
getSAMP
(
)
->
getPlayers
(
)
->
sLocalPlayerID
;
INT8 AnimLibLength
=
3
;
char
AnimLib
[
4
]
=
"PED"
;
INT8 AnimNameLength
=
10
;
char
AnimName
[
11
]
=
"WALK_DRUNK"
;
float
fDelta
=
4.100000
;
bool
loop
=
true
;
bool
lockx
=
true
;
bool
locky
=
true
;
bool
freeze
=
true
;
INT32 dTime
=
1
;
BitStream bs
;
bs
.
Write
(
wPlayerID
)
;
bs
.
Write
(
AnimLibLength
)
;
bs
.
Write
(
AnimLib
,
AnimLibLength
)
;
bs
.
Write
(
AnimNameLength
)
;
bs
.
Write
(
AnimName
,
AnimNameLength
)
;
bs
.
Write
(
fDelta
)
;
bs
.
Write
(
loop
)
;
bs
.
Write
(
lockx
)
;
bs
.
Write
(
locky
)
;
bs
.
Write
(
freeze
)
;
bs
.
Write
(
dTime
)
;
SF
->
getRakNet
(
)
->
emulateRecvRPC
(
ScriptRPCEnumeration
::
RPC_ScrApplyAnimation
,
&
bs
)
;
 
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