ErickStorm

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Mar 1st, 2017
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  1. # Search:  AI_Player.CPP
  2. bool obj_Player::IsPushActive()
  3. {
  4.     return pushVelocity > 0;
  5. }
  6. #endif
  7.  
  8. #Add below:
  9. void obj_Player::StartLitter()
  10. {
  11.  
  12.  
  13. uberAnim_->StartLitterAnim();
  14. PKT_C2C_StartLitter_s n;
  15.     p2pSendToHost(this, &n, sizeof(n));
  16.  
  17.     }
  18.  
  19. void obj_Player::StartWeaponShow()
  20. {
  21.  
  22.  
  23. uberAnim_->StartWeaponShowAnim();
  24.  
  25.     }
  26.  
  27. void obj_Player::StartSpank()
  28. {
  29.  
  30.  
  31. uberAnim_->StartSpankAnim();
  32. PKT_C2C_StartSpank_s n;
  33.     p2pSendToHost(this, &n, sizeof(n));
  34.  
  35.     }
  36.  
  37. void obj_Player::StartSpanktwo()
  38. {
  39.  
  40.  
  41. uberAnim_->StartSpanktwoAnim();
  42. PKT_C2C_StartSpanktwo_s n;
  43.     p2pSendToHost(this, &n, sizeof(n));
  44.  
  45.     }
  46.  
  47. void obj_Player::StartHandFlip()
  48. {
  49.  
  50.  
  51. uberAnim_->StartHandFlipAnim();
  52. PKT_C2C_StartHandFlip_s n;
  53.     p2pSendToHost(this, &n, sizeof(n));
  54.  
  55.     }
  56.  
  57. void obj_Player::StartJack()
  58. {
  59.  
  60.  
  61. uberAnim_->StartJackAnim();
  62. PKT_C2C_StartJack_s n;
  63.     p2pSendToHost(this, &n, sizeof(n));
  64.  
  65.     }
  66.  
  67. void obj_Player::StartPThrust()
  68. {
  69.  
  70.  
  71. uberAnim_->StartPThrustAnim();
  72. PKT_C2C_StartPThrust_s n;
  73.     p2pSendToHost(this, &n, sizeof(n));
  74.  
  75.     }
  76.  
  77. void obj_Player::StartBigPThrust()
  78. {
  79.  
  80.  
  81. uberAnim_->StartBigPThrustAnim();
  82. PKT_C2C_StartBigPThrust_s n;
  83.     p2pSendToHost(this, &n, sizeof(n));
  84.  
  85.     }
  86.  
  87. void obj_Player::StartBalls()
  88. {
  89.  
  90.  
  91. uberAnim_->StartBallsAnim();
  92. PKT_C2C_StartBalls_s n;
  93.     p2pSendToHost(this, &n, sizeof(n));
  94.  
  95.     }
  96. ---------------------------------------------
  97. #Search:
  98. void obj_Player::OnNetPacket(const PKT_C2C_PlayerJump_s& n)
  99. {
  100.     uberAnim_->StartJump();
  101.     return;
  102. }
  103.  
  104. #Add below:  
  105.  
  106. void obj_Player::OnNetPacket(const PKT_C2C_StartLitter_s& n)
  107. {
  108.     uberAnim_->StartLitterAnim();
  109.     return;
  110. }
  111.  
  112. void obj_Player::OnNetPacket(const PKT_C2C_StartSpank_s& n)
  113. {
  114.     uberAnim_->StartSpankAnim();
  115.     return;
  116. }
  117.  
  118. void obj_Player::OnNetPacket(const PKT_C2C_StartSpanktwo_s& n)
  119. {
  120.     uberAnim_->StartSpanktwoAnim();
  121.     return;
  122. }
  123.  
  124. void obj_Player::OnNetPacket(const PKT_C2C_StartHandFlip_s& n)
  125. {
  126.     uberAnim_->StartHandFlipAnim();
  127.     return;
  128. }
  129.  
  130. void obj_Player::OnNetPacket(const PKT_C2C_StartJack_s& n)
  131. {
  132.     uberAnim_->StartJackAnim();
  133.     return;
  134. }
  135.  
  136. void obj_Player::OnNetPacket(const PKT_C2C_StartPThrust_s& n)
  137. {
  138.     uberAnim_->StartPThrustAnim();
  139.     return;
  140. }
  141.  
  142. void obj_Player::OnNetPacket(const PKT_C2C_StartBigPThrust_s& n)
  143. {
  144.     uberAnim_->StartBigPThrustAnim();
  145.     return;
  146. }
  147.  
  148. void obj_Player::OnNetPacket(const PKT_C2C_StartBalls_s& n)
  149. {
  150.     uberAnim_->StartBallsAnim();
  151.     return;
  152. }
  153.  
  154. /*void obj_Player::OnNetPacket(const PKT_C2C_StartLitter_s& n)
  155. {
  156.     uberAnim_->StartLitter();
  157.     return;
  158. }*/
  159. -----------------------------------------------------------------------
  160. #Search:
  161. #define DEFINE_GAMEOBJ_PACKET_HANDLER(xxx) \
  162.     case xxx: { \
  163.         const xxx##_s&n = *(xxx##_s*)packetData; \
  164.         r3d_assert(packetSize == sizeof(n)); \
  165.         OnNetPacket(n); \
  166.         return TRUE; \
  167.     }
  168.  
  169.     switch(EventID)
  170.     {
  171.     default: return FALSE;
  172.         DEFINE_GAMEOBJ_PACKET_HANDLER(PKT_S2C_MoveTeleport);
  173.         DEFINE_GAMEOBJ_PACKET_HANDLER(PKT_C2C_MoveSetCell);
  174.         DEFINE_GAMEOBJ_PACKET_HANDLER(PKT_C2C_MoveRel);
  175.         DEFINE_GAMEOBJ_PACKET_HANDLER(PKT_C2C_PlayerJump);
  176. #Add below:
  177.         DEFINE_GAMEOBJ_PACKET_HANDLER(PKT_C2C_StartLitter);
  178.         DEFINE_GAMEOBJ_PACKET_HANDLER(PKT_C2C_StartSpank);
  179.         DEFINE_GAMEOBJ_PACKET_HANDLER(PKT_C2C_StartSpanktwo);
  180.         DEFINE_GAMEOBJ_PACKET_HANDLER(PKT_C2C_StartHandFlip);
  181.         DEFINE_GAMEOBJ_PACKET_HANDLER(PKT_C2C_StartJack);
  182.         DEFINE_GAMEOBJ_PACKET_HANDLER(PKT_C2C_StartPThrust);
  183.         DEFINE_GAMEOBJ_PACKET_HANDLER(PKT_C2C_StartBigPThrust);
  184.         DEFINE_GAMEOBJ_PACKET_HANDLER(PKT_C2C_StartBalls);
  185.        
  186. --------------------------------------------------------------------
  187. # Search:  AI_Player.H
  188.     // jump stuff
  189.     void        DetectIfOnGround();
  190.     r3dSec_type<bool, 0x3F16A388> bOnGround;
  191.     float       fHeightAboveGround;
  192.     void        StartJump();
  193.     bool        IsJumpActive();
  194.     float       JumpVelocity;
  195.     float       JumpStartTime;  // time when we actually need to apply JumpVelocity
  196.     float       StartFallingHeight;
  197.     float       StartFallingTime;
  198. #Add below:
  199.     //int       TauntTrackID;
  200.     /*void      TauntLitter();
  201.     void        TauntSpank();
  202.     void        TauntSpanktwo();
  203.     void        TauntHandFlip();
  204.     void        TauntJack();
  205.     void        TauntPThrust();
  206.     void        TauntBigPThrust();
  207.     void        TauntBalls();*/
  208.     void        StartLitter();
  209.     void        StartWeaponShow();
  210.     void        StartSpank();
  211.     void        StartSpanktwo();
  212.     void        StartHandFlip();
  213.     void        StartJack();
  214.     void        StartPThrust();
  215.     void        StartBigPThrust();
  216.     void        StartBalls();
  217. ---------------------------------------------------------------
  218. #Search:
  219.     virtual BOOL        OnNetReceive(DWORD EventID, const void* packetData, int packetSize);
  220.     void             OnNetPacket(const PKT_S2C_MoveTeleport_s& n);
  221.     void             OnNetPacket(const PKT_C2C_MoveSetCell_s& n);
  222.     void             OnNetPacket(const PKT_C2C_MoveRel_s& n);
  223.     void             OnNetPacket(const PKT_C2C_PlayerJump_s& n);
  224. #Add below:
  225.     void             OnNetPacket(const PKT_C2C_StartLitter_s& n);
  226.     void             OnNetPacket(const PKT_C2C_StartSpank_s& n);
  227.     void             OnNetPacket(const PKT_C2C_StartSpanktwo_s& n);
  228.     void             OnNetPacket(const PKT_C2C_StartHandFlip_s& n);
  229.     void             OnNetPacket(const PKT_C2C_StartJack_s& n);
  230.     void             OnNetPacket(const PKT_C2C_StartPThrust_s& n);
  231.     void             OnNetPacket(const PKT_C2C_StartBigPThrust_s& n);
  232.     void             OnNetPacket(const PKT_C2C_StartBalls_s& n);
  233. ------------------------------------------------------------
  234. #Search:
  235. void CUberData::LoadDeathAnim()
  236. {
  237.     /* all this animations is very very wierd
  238.     aid_.deaths[ 0] = AddAnimation("Death_03_t1_SUP_AT4");
  239.     aid_.deaths[ 1] = AddAnimation("Death_04_t1_SUP_RPG");
  240.     aid_.deaths[ 2] = AddAnimation("Death_05_v1_Exp");
  241.     aid_.deaths[ 3] = AddAnimation("Death_01");
  242.     aid_.deaths[ 4] = AddAnimation("Death_01_v2_t1");
  243.     aid_.deaths[ 5] = AddAnimation("Death_01_v2_t2");
  244.     aid_.deaths[ 6] = AddAnimation("Death_01_v5_t1");
  245.     aid_.deaths[ 7] = AddAnimation("Death_01_v6_t1");
  246.     aid_.deaths[ 8] = AddAnimation("Death_01_v7_t1");
  247.     aid_.deaths[ 9] = AddAnimation("Death_01_v8_t1");
  248.     aid_.deaths[10] = AddAnimation("Death_01_v9_t1");
  249.     */
  250.     aid_.deaths[11] = AddAnimation("Death_02_t1");
  251.     aid_.deaths[12] = AddAnimation("Death_02_t1");//AddAnimation("Death_01_v1_s1");
  252. }
  253. #Add below:
  254.  
  255. void CUberData::LoadTauntAnim()
  256. {
  257.    
  258.     aid_.taunts[0] = AddAnimation("Taunt_t1_Litterbox");
  259.     aid_.taunts[1] = AddAnimation("Taunt_t1_Spank");
  260.     aid_.taunts[2] = AddAnimation("Taunt_t1_Spank_02");
  261.     aid_.taunts[3] = AddAnimation("Taunt_t1_HandFlip");
  262.     aid_.taunts[4] = AddAnimation("Taunt_t1_Jack");
  263.     aid_.taunts[5] = AddAnimation("Taunt_t1_PThrust");
  264.     aid_.taunts[6] = AddAnimation("Taunt_t1_Big_PThrust");
  265.     aid_.taunts[7] = AddAnimation("Taunt_t1_Balls");
  266.     aid_.taunts[7] = AddAnimation("Taunt_t1_Balls");
  267.     aid_.taunts[8] = AddAnimation("FPS_Weap_Show");
  268. }
  269. -----------------------------------------------------------------
  270. #Search:
  271.     // add zero index default anim
  272.     AddAnimation("default", "Stand_Aim_ASR_M4");
  273.  
  274.     LoadLowerAnimations();
  275.     LoadGrenadeAnim();
  276.     LoadJumpAnim();
  277.     LoadDeathAnim();
  278. #Add below:
  279.     LoadTauntAnim();
  280. ----------------------------------------------------------------
  281. #Search:
  282. void CUberAnim::StartDeathAnim()
  283. {
  284.     StopReloadAnim();
  285.     StopGrenadeAnimations();
  286.    
  287.     if(IsSwimming)
  288.         anim.StartAnimation(data_->aid_.deaths[12], ANIMFLAG_PauseOnEnd | ANIMFLAG_RemoveOtherFade, 0.0f, 1.0f, 0.1f);
  289.     else
  290.         anim.StartAnimation(data_->aid_.deaths[11], ANIMFLAG_PauseOnEnd | ANIMFLAG_RemoveOtherFade, 0.0f, 1.0f, 0.1f);
  291. }
  292. #Add below:  
  293.  
  294. void CUberAnim::StartLitterAnim()
  295. {
  296.     StopReloadAnim();
  297.     //StopGrenadeAnimations();
  298.    
  299.     anim.StartAnimation(data_->aid_.taunts[0], ANIMFLAG_PauseOnEnd | ANIMFLAG_RemoveOtherFade, 0.0f, 1.0f, 0.1f);
  300. }
  301.  
  302. void CUberAnim::StartWeaponShowAnim()
  303. {
  304.     StopReloadAnim();
  305.     //StopGrenadeAnimations();
  306.    
  307.     anim.StartAnimation(data_->aid_.taunts[8], ANIMFLAG_PauseOnEnd | ANIMFLAG_RemoveOtherFade, 0.0f, 1.0f, 0.1f);
  308. }
  309.  
  310.  
  311. void CUberAnim::StartSpankAnim()
  312. {
  313.     StopReloadAnim();
  314.     //StopGrenadeAnimations();
  315.    
  316.     anim.StartAnimation(data_->aid_.taunts[1], ANIMFLAG_PauseOnEnd | ANIMFLAG_RemoveOtherFade, 0.0f, 1.0f, 0.1f);
  317. }
  318.  
  319. void CUberAnim::StartSpanktwoAnim()
  320. {
  321.     StopReloadAnim();
  322.     //StopGrenadeAnimations();
  323.    
  324.     anim.StartAnimation(data_->aid_.taunts[2], ANIMFLAG_PauseOnEnd | ANIMFLAG_RemoveOtherFade, 0.0f, 1.0f, 0.1f);
  325. }
  326.  
  327. void CUberAnim::StartHandFlipAnim()
  328. {
  329.     StopReloadAnim();
  330.     //StopGrenadeAnimations();
  331.    
  332.     anim.StartAnimation(data_->aid_.taunts[3], ANIMFLAG_PauseOnEnd | ANIMFLAG_RemoveOtherFade, 0.0f, 1.0f, 0.1f);
  333. }
  334.  
  335. void CUberAnim::StartJackAnim()
  336. {
  337.     StopReloadAnim();
  338.     //StopGrenadeAnimations();
  339.    
  340.     anim.StartAnimation(data_->aid_.taunts[4], ANIMFLAG_PauseOnEnd | ANIMFLAG_RemoveOtherFade, 0.0f, 1.0f, 0.1f);
  341. }
  342.  
  343. void CUberAnim::StartPThrustAnim()
  344. {
  345.     StopReloadAnim();
  346.     //StopGrenadeAnimations();
  347.    
  348.     anim.StartAnimation(data_->aid_.taunts[5], ANIMFLAG_PauseOnEnd | ANIMFLAG_RemoveOtherFade, 0.0f, 1.0f, 0.1f);
  349. }
  350.  
  351. void CUberAnim::StartBigPThrustAnim()
  352. {
  353.     StopReloadAnim();
  354.     //StopGrenadeAnimations();
  355.    
  356.     anim.StartAnimation(data_->aid_.taunts[6], ANIMFLAG_PauseOnEnd | ANIMFLAG_RemoveOtherFade, 0.0f, 1.0f, 0.1f);
  357. }
  358.  
  359. void CUberAnim::StartBallsAnim()
  360. {
  361.     StopReloadAnim();
  362.     //StopGrenadeAnimations();
  363.    
  364.     anim.StartAnimation(data_->aid_.taunts[7], ANIMFLAG_PauseOnEnd | ANIMFLAG_RemoveOtherFade, 0.0f, 1.0f, 0.1f);
  365. }
  366. ----------------------------------------------------------------------------------------
  367. #Search:
  368.       int       turnins[5];
  369.       int       grenades_tps[20];
  370.       int       grenades_fps[20];
  371.       //int     bombs_tps[20];
  372.       //int     bombs_fps[20];
  373.       int       jumps[20];
  374.       int       deaths[20];
  375. #Add below:
  376.       int       taunts[20];
  377. ------------------------------------------------------------------------------------
  378. #Search:
  379.     void         LoadWeaponAnim(int (&wid)[AIDX_COUNT], int (&wid_fps)[AIDX_COUNT], const char* names[AIDX_COUNT]);
  380.     void         LoadGrenadeAnim();
  381.     void         LoadJumpAnim();
  382.     void         LoadDeathAnim();
  383. #Add below:  
  384.     void         LoadTauntAnim();
  385. ---------------------------------------------------------------------------------------
  386. #Search:
  387.     float       jumpAnimSpeed;
  388.     float       jumpStartTimeByState[2];
  389.     float       jumpStartTime;
  390.     void        StartJump();
  391.     void        UpdateJump(bool bOnGround);
  392.    
  393.     void        StartDeathAnim();
  394. #Add below:  
  395.     void        StartLitterAnim();
  396.     void        StartWeaponShowAnim();
  397.     void        StartSpankAnim();
  398.     void        StartSpanktwoAnim();
  399.     void        StartHandFlipAnim();
  400.     void        StartJackAnim();
  401.     void        StartPThrustAnim();
  402.     void        StartBigPThrustAnim();
  403.     void        StartBallsAnim();
  404.     /*void      StartLitter();
  405.     void        StartSpank();
  406.     void        StartSpanktwo();
  407.     void        StartHandFlip();
  408.     void        StartJack();
  409.     void        StartPThrust();
  410.     void        StartBigPThrust();
  411.     void        StartBalls();*/
  412. -------------------------------------------------------------------------------------
  413. # Search:  HUD_TPSGame.cpp
  414.         // process jump after assigning InputAcceleration, so that we can predict where player will jump
  415.         if(!disablePlayerMovement)
  416.         {
  417.             if(pl->bOnGround && (InputMappingMngr->wasPressed(r3dInputMappingMngr::KS_JUMP)||Gamepad->WasPressed(gpA))
  418.                 //&& !crouching
  419.                 && !proning
  420.                 && !swimming
  421.                 && !pl->IsJumpActive()
  422.                 //&& prevAccel.z >= 0 /* prevent jump backward*/
  423.                 )
  424.             {
  425.                 pl->StartJump(); // BurakDatLife :: Fixed Jump And Prone.
  426.             }
  427.  
  428.         }
  429. #Add below:  
  430.  
  431.     if(Keyboard->IsPressed(kbsNumericEnd))
  432.     {
  433.        
  434.         pl->StartLitter();
  435.        
  436.     }
  437.  
  438.     if(Keyboard->IsPressed(kbsF) && g_camera_mode->GetInt()==2)
  439.  {
  440.  
  441.   pl->StartWeaponShow();
  442.  
  443.  }
  444.  
  445.     if(Keyboard->IsPressed(kbsNumericDown))
  446.     {
  447.        
  448.         pl->StartSpank();
  449.        
  450.     }
  451.  
  452.     if(Keyboard->IsPressed(kbsNumericPgDn))
  453.     {
  454.        
  455.         pl->StartSpanktwo();
  456.        
  457.     }
  458.  
  459.     if(Keyboard->IsPressed(kbsNumericLeft))
  460.     {
  461.        
  462.         pl->StartHandFlip();
  463.        
  464.     }
  465.  
  466.     if(Keyboard->IsPressed(kbsNumericFive))
  467.     {
  468.        
  469.         pl->StartJack();
  470.        
  471.     }
  472.  
  473.     if(Keyboard->IsPressed(kbsNumericRight))
  474.     {
  475.        
  476.         pl->StartPThrust();
  477.        
  478.     }
  479.  
  480.     if(Keyboard->IsPressed(kbsNumericHome))
  481.     {
  482.        
  483.         pl->StartBigPThrust();
  484.        
  485.     }
  486.  
  487.     if(Keyboard->IsPressed(kbsNumericUp))
  488.     {
  489.        
  490.         pl->StartBalls();
  491.        
  492.     }
  493.  
  494.                                    
  495. ------------------------------------------------------------------
  496. #Search:
  497.   // server lockboxes
  498.   PKT_S2C_LockboxOpReq, // request new code or ask for code, or confirm moving item from\to lockbox
  499.   PKT_C2S_LockboxOpAns, // sent new code or send current code for lockbox
  500.   PKT_C2S_LockboxKeyReset, // when owner wants to reset key code
  501.   PKT_S2C_LockboxContent, // server sends a bunch of those for each item in lockbox, once code was accepted
  502.   PKT_C2S_LockboxItemBackpackToLockbox, // request to move item from backpack to lockbox
  503.   PKT_C2S_LockboxItemLockboxToBackpack, // request to mvoe item from lockbox to backpack
  504.   PKT_C2S_LockboxPickup,
  505.  #Add below:  
  506.    PKT_C2C_StartLitter,
  507.   PKT_C2C_StartSpank,
  508.   PKT_C2C_StartSpanktwo,
  509.   PKT_C2C_StartHandFlip,
  510.   PKT_C2C_StartJack,
  511.   PKT_C2C_StartPThrust,
  512.   PKT_C2C_StartBigPThrust,
  513.   PKT_C2C_StartBalls,
  514.  -----------------------------------------------------------------------
  515.  #Search:
  516.  struct PKT_C2C_PlayerJump_s : public DefaultPacketMixin<PKT_C2C_PlayerJump>
  517. {
  518. };
  519. #Add below:  
  520.  
  521. struct PKT_C2C_StartLitter_s : public DefaultPacketMixin<PKT_C2C_StartLitter>
  522. {
  523. };
  524.  
  525. struct PKT_C2C_StartSpank_s : public DefaultPacketMixin<PKT_C2C_StartSpank>
  526. {
  527. };
  528.  
  529. struct PKT_C2C_StartSpanktwo_s : public DefaultPacketMixin<PKT_C2C_StartSpanktwo>
  530. {
  531. };
  532.  
  533. struct PKT_C2C_StartHandFlip_s : public DefaultPacketMixin<PKT_C2C_StartHandFlip>
  534. {
  535. };
  536.  
  537. struct PKT_C2C_StartJack_s : public DefaultPacketMixin<PKT_C2C_StartJack>
  538. {
  539. };
  540.  
  541. struct PKT_C2C_StartPThrust_s : public DefaultPacketMixin<PKT_C2C_StartPThrust>
  542. {
  543. };
  544.  
  545. struct PKT_C2C_StartBigPThrust_s : public DefaultPacketMixin<PKT_C2C_StartBigPThrust>
  546. {
  547. };
  548.  
  549. struct PKT_C2C_StartBalls_s : public DefaultPacketMixin<PKT_C2C_StartBalls>
  550. {
  551. };
  552. ----------------------------------------------------
  553. #Search:
  554. private: // disable access to SetPosition directly, use TeleportPlayer
  555.     void        SetPosition(const r3dPoint3D& pos)
  556.     {
  557.         __super::SetPosition(pos);
  558.     }
  559.  
  560.     bool        IsSwimming();
  561.     //bool      IsOverWater(float& waterDepth);
  562.  
  563. public:
  564.     void        TeleportPlayer(const r3dPoint3D& pos);
  565.    
  566.     void        OnNetPacket(const PKT_C2C_PacketBarrier_s& n);
  567.     void        OnNetPacket(const PKT_C2C_MoveSetCell_s& n);
  568.     void        OnNetPacket(const PKT_C2C_MoveRel_s& n);
  569.     void        OnNetPacket(const PKT_C2S_MoveCameraLocation_s& n);
  570.     void        OnNetPacket(const PKT_C2C_PlayerJump_s& n);
  571. #Add below:  
  572.     void        OnNetPacket(const PKT_C2C_StartLitter_s& n);
  573.     void        OnNetPacket(const PKT_C2C_StartSpank_s& n);
  574.     void        OnNetPacket(const PKT_C2C_StartSpanktwo_s& n);
  575.     void        OnNetPacket(const PKT_C2C_StartHandFlip_s& n);
  576.     void        OnNetPacket(const PKT_C2C_StartJack_s& n);
  577.     void        OnNetPacket(const PKT_C2C_StartPThrust_s& n);
  578.     void        OnNetPacket(const PKT_C2C_StartBigPThrust_s& n);
  579.     void        OnNetPacket(const PKT_C2C_StartBalls_s& n);
  580. ---------------------------
  581. #Search:
  582. void obj_ServerPlayer::OnNetPacket(const PKT_C2C_PlayerJump_s& n)
  583. {
  584.     RelayPacket(&n, sizeof(n), true);
  585. }
  586. #Add below:  
  587.  
  588. void obj_ServerPlayer::OnNetPacket(const PKT_C2C_StartLitter_s& n)
  589. {
  590.     RelayPacket(&n, sizeof(n), true);
  591. }
  592.  
  593. void obj_ServerPlayer::OnNetPacket(const PKT_C2C_StartSpank_s& n)
  594. {
  595.     RelayPacket(&n, sizeof(n), true);
  596. }
  597.  
  598. void obj_ServerPlayer::OnNetPacket(const PKT_C2C_StartSpanktwo_s& n)
  599. {
  600.     RelayPacket(&n, sizeof(n), true);
  601. }
  602.  
  603. void obj_ServerPlayer::OnNetPacket(const PKT_C2C_StartHandFlip_s& n)
  604. {
  605.     RelayPacket(&n, sizeof(n), true);
  606. }
  607.  
  608. void obj_ServerPlayer::OnNetPacket(const PKT_C2C_StartJack_s& n)
  609. {
  610.     RelayPacket(&n, sizeof(n), true);
  611. }
  612.  
  613. void obj_ServerPlayer::OnNetPacket(const PKT_C2C_StartPThrust_s& n)
  614. {
  615.     RelayPacket(&n, sizeof(n), true);
  616. }
  617.  
  618. void obj_ServerPlayer::OnNetPacket(const PKT_C2C_StartBigPThrust_s& n)
  619. {
  620.     RelayPacket(&n, sizeof(n), true);
  621. }
  622.  
  623. void obj_ServerPlayer::OnNetPacket(const PKT_C2C_StartBalls_s& n)
  624. {
  625.     RelayPacket(&n, sizeof(n), true);
  626. }
  627.  
  628. ------------------------------------------
  629. #Search:
  630.     if(tradeTargetId > 0)
  631.     {
  632.         // do not disconnect, we can receive fire packets that was late
  633.         gServerLogic.LogCheat(peerId_, PKT_S2C_CheatWarning_s::CHEAT_Trade, false, "Packet",
  634.             "packet %d", EventID);
  635.         return TRUE;
  636.     }
  637.  
  638.     switch(EventID)
  639.     {
  640.         DEFINE_GAMEOBJ_PACKET_HANDLER(PKT_C2C_PlayerJump);
  641. #Add below:  
  642.         DEFINE_GAMEOBJ_PACKET_HANDLER(PKT_C2C_StartLitter);
  643.         DEFINE_GAMEOBJ_PACKET_HANDLER(PKT_C2C_StartSpank);
  644.         DEFINE_GAMEOBJ_PACKET_HANDLER(PKT_C2C_StartSpanktwo);
  645.         DEFINE_GAMEOBJ_PACKET_HANDLER(PKT_C2C_StartHandFlip);
  646.         DEFINE_GAMEOBJ_PACKET_HANDLER(PKT_C2C_StartJack);
  647.         DEFINE_GAMEOBJ_PACKET_HANDLER(PKT_C2C_StartPThrust);
  648.         DEFINE_GAMEOBJ_PACKET_HANDLER(PKT_C2C_StartBigPThrust);
  649.         DEFINE_GAMEOBJ_PACKET_HANDLER(PKT_C2C_StartBalls);
  650. --------------------------------
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