mirror of
https://github.com/riperiperi/FreeSO
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MPL per-file was used in older project files, but should apply to the whole project, so having it there was redundant.
33 lines
1.1 KiB
C#
33 lines
1.1 KiB
C#
using Mina.Core.Buffer;
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using FSO.Common.Serialization;
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using FSO.Common.DatabaseService.Framework;
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namespace FSO.Common.DatabaseService.Model
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{
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[DatabaseRequest(DBRequestType.LoadAvatarByID)]
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public class LoadAvatarByIDRequest : IoBufferSerializable, IoBufferDeserializable
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{
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public uint AvatarId;
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public uint Unknown1 = 0;
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public uint Unknown2 = 0x69f4d5e8;
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public void Deserialize(IoBuffer input, ISerializationContext context)
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{
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this.AvatarId = input.GetUInt32();
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this.Unknown1 = input.GetUInt32();
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//Reserved - 32 bytes of uninitialized memory (just like Heartbleed); equal to "BA AD F0 0D BA AD F0 0D ..." if you are running the game in a debugger
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input.Skip(32);
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this.Unknown2 = input.GetUInt32();
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}
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public void Serialize(IoBuffer output, ISerializationContext context)
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{
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output.PutUInt32(AvatarId);
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output.PutUInt32(Unknown1);
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output.Skip(32);
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output.PutUInt32(Unknown2);
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}
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}
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}
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