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Brought Actor Position Update packets up to RoF2 standard in preparation for boat control modifications. Tested on all 6 supported clients - please report any anomalies
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@@ -350,6 +350,25 @@ namespace Titanium
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dest->FastQueuePacket(&in, ack_req);
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}
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ENCODE(OP_ClientUpdate)
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{
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ENCODE_LENGTH_EXACT(PlayerPositionUpdateServer_Struct);
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SETUP_DIRECT_ENCODE(PlayerPositionUpdateServer_Struct, structs::PlayerPositionUpdateServer_Struct);
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OUT(spawn_id);
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OUT(x_pos);
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OUT(delta_x);
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OUT(delta_y);
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OUT(z_pos);
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OUT(delta_heading);
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OUT(y_pos);
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OUT(delta_z);
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OUT(animation);
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OUT(heading);
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FINISH_ENCODE();
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}
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ENCODE(OP_Damage)
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{
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ENCODE_LENGTH_EXACT(CombatDamage_Struct);
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@@ -1878,6 +1897,28 @@ namespace Titanium
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FINISH_DIRECT_DECODE();
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}
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DECODE(OP_ClientUpdate)
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{
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// for some odd reason, there is an extra byte on the end of this on occasion.. (copied from SoF..not sure if applies to Ti - TODO: check)
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DECODE_LENGTH_ATLEAST(structs::PlayerPositionUpdateClient_Struct);
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SETUP_DIRECT_DECODE(PlayerPositionUpdateClient_Struct, structs::PlayerPositionUpdateClient_Struct);
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IN(spawn_id);
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IN(sequence);
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IN(x_pos);
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IN(y_pos);
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IN(z_pos);
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IN(heading);
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IN(delta_x);
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IN(delta_y);
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IN(delta_z);
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IN(delta_heading);
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IN(animation);
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emu->vehicle_id = 0;
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FINISH_DIRECT_DECODE();
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}
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DECODE(OP_Consume)
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{
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DECODE_LENGTH_EXACT(structs::Consume_Struct);
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