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clarified fields in constructor; added working tests; added match case statement in WSA
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3 changed files with 72 additions and 5 deletions
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@ -6,8 +6,31 @@ import net.psforever.types.Vector3
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import scodec.Codec
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import scodec.codecs._
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final case class DeployRequestMessage(guid1 : PlanetSideGUID,
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guid2 : PlanetSideGUID,
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/**
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* Dispatched by the client when the player attempts to deploy a vehicle.
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* Dispatched by the server to cause a specific vehicle to be deployed.<br>
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* <br>
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* "Deployment" usually isn't enough by itself.
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* It only changes the physical configuration of the vehicle.
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* (It's an animation request/trigger?)
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* Anything that can be "deployed" does so for a very specific reason, to perform a complex function.
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* These functions are not immediately available.
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* Attributes must be set properly for the transition between behaviors to occur properly.
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* In addition, the recently-deployed vehicles will hang in a state of limbo if not configured properly.
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* It will not even dispatch an un-deploy request upon command in this state.
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* <br>
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* This packet has nothing to do with ACE deployables.
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* @param player_guid the player requesting the deployment
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* @param vehicle_guid the vehicle to be deployed
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* @param unk1 na;
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* usually 2
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* @param unk2 na;
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* usually 0
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* @param unk3 na
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* @param pos the position where the object will deploy itself
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*/
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final case class DeployRequestMessage(player_guid : PlanetSideGUID,
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vehicle_guid : PlanetSideGUID,
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unk1 : Int,
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unk2 : Int,
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unk3 : Boolean,
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@ -20,8 +43,8 @@ final case class DeployRequestMessage(guid1 : PlanetSideGUID,
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object DeployRequestMessage extends Marshallable[DeployRequestMessage] {
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implicit val codec : Codec[DeployRequestMessage] = (
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("guid1" | PlanetSideGUID.codec) ::
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("guid2" | PlanetSideGUID.codec) ::
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("player_guid" | PlanetSideGUID.codec) ::
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("deploy_guid" | PlanetSideGUID.codec) ::
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("unk1" | uint(3)) ::
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("unk2" | uint(5)) ::
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("unk3" | bool) ::
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