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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
}
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