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|
use std::{collections::BTreeMap, f32::consts::PI};
use super::helper::Color;
use crate::client::ClientMesgOut;
use gamenet::{
enums::{Emote, Team, Weapon},
SnapObj,
};
pub struct Tees {
pub inner: BTreeMap<u16, Tee>,
}
pub struct Tee {
pub name: String,
pub skin: String,
pub clan: String,
pub local: bool,
pub latency: i32,
pub score: i32,
pub team: Team,
pub weapon: Weapon,
pub armor: i32,
pub ammo: i32,
pub emote: Emote,
pub attack_tick: i32,
pub tick: i32,
pub angle: f32,
pub x: i32,
pub y: i32,
pub vel_x: i32,
pub vel_y: i32,
pub hook_x: i32,
pub hook_y: i32,
pub hook_dx: i32,
pub hook_dy: i32,
pub hook_player: i32,
pub hook_state: i32,
pub color_feet: Color,
pub color_body: Color,
pub use_custom_colors: bool,
pub country: i32,
}
impl Default for Tee {
fn default() -> Self {
Self {
x: Default::default(),
y: Default::default(),
local: false,
team: Team::Spectators,
latency: Default::default(),
score: Default::default(),
weapon: Weapon::Shotgun,
armor: Default::default(),
ammo: Default::default(),
attack_tick: Default::default(),
emote: Emote::Normal,
tick: Default::default(),
angle: Default::default(),
vel_x: Default::default(),
vel_y: Default::default(),
hook_x: Default::default(),
hook_y: Default::default(),
hook_dx: Default::default(),
hook_dy: Default::default(),
hook_player: Default::default(),
hook_state: Default::default(),
name: Default::default(),
skin: Default::default(),
clan: Default::default(),
color_feet: Color {
a: 0,
b: 0,
g: 0,
r: 0,
},
color_body: Color {
a: 0,
b: 0,
g: 0,
r: 0,
},
use_custom_colors: Default::default(),
country: Default::default(),
}
}
}
impl Tees {
pub fn new() -> Self {
Self {
inner: BTreeMap::new(),
}
}
pub fn update(&mut self, m: &ClientMesgOut) {
match m {
ClientMesgOut::Snaps(s) => {
self.inner.clear();
for (id, o) in s {
let e = self.inner.entry(*id).or_default();
match o {
SnapObj::ClientInfo(o) => {
e.name = i32_to_string(o.name);
e.skin = i32_to_string(o.skin);
e.clan = i32_to_string(o.clan);
e.color_feet = unsafe { std::mem::transmute(o.color_feet) };
e.color_body = unsafe { std::mem::transmute(o.color_body) };
e.use_custom_colors = o.use_custom_color != 0
}
SnapObj::PlayerInfo(o) => {
e.local = o.local == 1;
e.team = o.team;
e.latency = o.latency;
e.score = o.score;
}
SnapObj::Character(c) => {
e.ammo = c.ammo_count;
e.weapon = c.weapon;
e.emote = c.emote;
e.attack_tick = c.attack_tick;
e.x = c.character_core.x;
e.y = c.character_core.y;
e.angle = c.character_core.angle as f32 / 1600.0 * 2.0 * PI;
e.vel_x = c.character_core.vel_x;
e.vel_y = c.character_core.vel_y;
e.tick = c.character_core.tick;
e.hook_x = c.character_core.hook_x;
e.hook_y = c.character_core.hook_y;
e.hook_player = c.character_core.hooked_player;
e.hook_dx = c.character_core.hook_dx;
e.hook_dy = c.character_core.hook_dy;
e.hook_state = c.character_core.hook_state;
}
_ => (),
}
}
}
_ => {}
}
}
pub fn local(&self) -> Option<&Tee> {
self.inner.values().find(|e| e.local)
}
}
fn i32_to_string<const S: usize>(k: [i32; S]) -> String {
let mut bytes = vec![];
for i in 0..S {
bytes.push(((((k[i]) >> 24) & 0xff) - 128) as u8);
bytes.push(((((k[i]) >> 16) & 0xff) - 128) as u8);
bytes.push(((((k[i]) >> 8) & 0xff) - 128) as u8);
bytes.push((((k[i]) & 0xff) - 128) as u8);
}
let len = bytes.iter().position(|e| *e == 0).unwrap_or(S);
while bytes.len() > len {
bytes.pop();
}
String::from_utf8(bytes).unwrap()
}
|