using QSB.ClientServerStateSync; using QSB.Messaging; using QuantumUNET.Transport; namespace QSB.Player.Events { public class PlayerInformationMessage : PlayerMessage { public string PlayerName { get; set; } public bool IsReady { get; set; } public bool FlashlightActive { get; set; } public bool SuitedUp { get; set; } public bool ProbeLauncherEquipped { get; set; } public bool SignalscopeEquipped { get; set; } public bool TranslatorEquipped { get; set; } public bool ProbeActive { get; set; } public ClientState ClientState { get; set; } public override void Deserialize(QNetworkReader reader) { base.Deserialize(reader); PlayerName = reader.ReadString(); IsReady = reader.ReadBoolean(); FlashlightActive = reader.ReadBoolean(); SuitedUp = reader.ReadBoolean(); ProbeLauncherEquipped = reader.ReadBoolean(); SignalscopeEquipped = reader.ReadBoolean(); TranslatorEquipped = reader.ReadBoolean(); ProbeActive = reader.ReadBoolean(); ClientState = (ClientState)reader.ReadInt32(); } public override void Serialize(QNetworkWriter writer) { base.Serialize(writer); writer.Write(PlayerName); writer.Write(IsReady); writer.Write(FlashlightActive); writer.Write(SuitedUp); writer.Write(ProbeLauncherEquipped); writer.Write(SignalscopeEquipped); writer.Write(TranslatorEquipped); writer.Write(ProbeActive); writer.Write((int)ClientState); } } }