package spawnstaticsound import ( "github.com/osm/quake/common/buffer" "github.com/osm/quake/common/context" "github.com/osm/quake/protocol" ) type Command struct { CoordSize uint8 Coord [3]float32 SoundIndex byte Volume byte Attenuation byte } func (cmd *Command) Bytes() []byte { buf := buffer.New() writeCoord := buf.PutCoord16 if cmd.CoordSize == 4 { writeCoord = buf.PutCoord32 } buf.PutByte(protocol.SVCSpawnStaticSound) for i := 0; i < 3; i++ { writeCoord(cmd.Coord[i]) } buf.PutByte(cmd.SoundIndex) buf.PutByte(cmd.Volume) buf.PutByte(cmd.Attenuation) return buf.Bytes() } func Parse(ctx *context.Context, buf *buffer.Buffer) (*Command, error) { var err error var cmd Command cmd.CoordSize = ctx.GetCoordSize() readCoord := buf.GetCoord16 if cmd.CoordSize == 4 { readCoord = buf.GetCoord32 } for i := 0; i < 3; i++ { if cmd.Coord[i], err = readCoord(); err != nil { return nil, err } } if cmd.SoundIndex, err = buf.ReadByte(); err != nil { return nil, err } if cmd.Volume, err = buf.ReadByte(); err != nil { return nil, err } if cmd.Attenuation, err = buf.ReadByte(); err != nil { return nil, err } return &cmd, nil }