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// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ .
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// ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌·
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// ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀
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// ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌
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// ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀
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// Magicbane Emulator Project © 2013 - 2022
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// www.magicbane.com
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package engine.net.client.msg.group;
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import engine.gameManager.GroupManager;
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import engine.mbEnums.GameObjectType;
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import engine.net.AbstractConnection;
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import engine.net.ByteBufferReader;
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import engine.net.ByteBufferWriter;
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import engine.net.Protocol;
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import engine.net.client.msg.ClientNetMsg;
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import engine.objects.Group;
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import engine.objects.PlayerCharacter;
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import java.util.Collections;
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import java.util.Set;
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import java.util.concurrent.ConcurrentHashMap;
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//See GroupUpdateMsgBreakdown.txt is SBData directory.
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public class GroupUpdateMsg extends ClientNetMsg {
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private int messageType;
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private int unknown02;
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private int playerUUID;
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private Set<PlayerCharacter> players;
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private Group group;
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/**
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* This is the general purpose constructor.
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*/
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public GroupUpdateMsg() {
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super(Protocol.UPDATEGROUP);
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this.messageType = 1;
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this.unknown02 = 1;
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this.playerUUID = 0;
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this.players = Collections.newSetFromMap(new ConcurrentHashMap<>());
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}
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public GroupUpdateMsg(int messageType, int unknown02, Set<PlayerCharacter> players, Group group) {
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super(Protocol.UPDATEGROUP);
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this.messageType = messageType;
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this.unknown02 = unknown02;
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this.playerUUID = 0;
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this.players = players;
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this.group = group;
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}
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/**
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* This constructor is used by NetMsgFactory. It attempts to deserialize the
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* ByteBuffer into a message. If a BufferUnderflow occurs (based on reading
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* past the limit) then this constructor Throws that Exception to the
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* caller.
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*/
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public GroupUpdateMsg(AbstractConnection origin, ByteBufferReader reader) {
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super(Protocol.UPDATEGROUP, origin, reader);
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}
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private static void _serializeFour(ByteBufferWriter writer) {
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// 4 sends a party dissolved window
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for (int i = 0; i < 3; i++) {
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writer.putInt(0);
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}
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}
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// *** Refactor: This method is an abortion. Needs to be re-written from scratch.
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/**
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* Serializes the subclass specific items to the supplied ByteBufferWriter.
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*/
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@Override
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protected void _serialize(ByteBufferWriter writer) {
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writer.putInt(GameObjectType.Group.ordinal());
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writer.putInt(this.group.getObjectUUID());
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writer.putInt(this.messageType);
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// 5 breaks everything including movement etc
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// 4 sends a party dissolved message
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// 3 closes the group window and leaves the group
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// 2 seems to update the location but not the stats correctly upon coming back into range
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// 1 seems to add you to the group but if called by a job tops up your stats on the client and desyncs it
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switch (messageType) {
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case 4:
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GroupUpdateMsg._serializeFour(writer);
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break;
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case 5:
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this._serializeFive(writer);
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break;
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case 6:
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this._serializeSix(writer);
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break;
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case 7:
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this._serializeSeven(writer);
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break;
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case 8:
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this._serializeEight(writer);
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break;
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default:
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writer.putInt(this.unknown02);
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// Send player data
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writer.putInt(this.players.size());
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int i = 0;
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for (PlayerCharacter pc : this.players) {
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this.serializePlayer(writer, pc, this.messageType, i++);
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}
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writer.putInt(0); // end data
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break;
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}
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}
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private void serializePlayer(ByteBufferWriter writer, PlayerCharacter player, int messageType, int count) {
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if (messageType == 1) {
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writer.putString((player != null) ? player.getFirstName() : "nullError");
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writer.putString((player != null) ? player.getLastName() : "");
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} else if (messageType == 2) {
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if (count == 0) {
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writer.putString((player != null) ? player.getFirstName() : "nullError");
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writer.putString((player != null) ? player.getLastName() : "");
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} else {
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writer.putInt(0);
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}
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} else if (messageType == 3) {
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writer.putString(" ");
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writer.putString(" ");
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} else {
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writer.putInt(0);
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writer.putInt(0);
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}
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if (messageType == 3) {
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for (int i = 0; i < 6; i++) {
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writer.putInt(0);
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}
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} else {
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// mana health stam %
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writer.putInt((int) (player.getHealth() / player.getHealthMax() * 100)); // should be health but does nothing
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writer.putInt((int) (player.getStamina() / player.getStaminaMax() * 100)); // stam %
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writer.putInt((int) (player.getMana() / player.getManaMax() * 100)); // mana %
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writer.putInt((player != null) ? Float.floatToIntBits(player.getLoc().getX()) : 0);
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writer.putInt((player != null) ? Float.floatToIntBits(player.getLoc().getY()) : 0);
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writer.putInt((player != null) ? Float.floatToIntBits(player.getLoc().getZ()) : 0);
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}
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if (player == null)
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writer.putLong(0);
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else {
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writer.putInt(GameObjectType.PlayerCharacter.ordinal());
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writer.putInt(player.getObjectUUID());
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}
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if (messageType == 3) {
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writer.putInt(0);
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writer.putInt(-1);
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writer.putInt(0);
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return;
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} else if (messageType == 5) {
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writer.putInt(0);
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writer.putInt(0);
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return;
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}
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if (group != null && player != null) {
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writer.putInt((this.group.getGroupLead() == player) ? 2 : 1);
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} else {
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writer.putInt(1);
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}
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if (messageType == 2) {
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writer.putInt(-1);
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writer.putInt(0);
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return;
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}
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writer.putInt(1);
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writer.putInt(1);
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writer.put((byte) 1);
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// if sending message type 1 this seems to make the group window flicker the button
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// i think getfollow and split gold might be the wrong way around
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if (group != null) {
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writer.put(this.group.getSplitGold() ? (byte) 1 : (byte) 0);
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} else {
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writer.put((byte) 0);
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}
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// always gets reset on a message type 1
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if (player != null) {
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writer.put(player.getFollow() ? (byte) 1 : (byte) 0);
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} else {
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writer.put((byte) 0);
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}
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}
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//sync player's stats and position
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private void _serializeFive(ByteBufferWriter writer) {
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writer.putInt(1);
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writer.putInt(players.size() - 1);
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for (PlayerCharacter player : players) {
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if (player.getObjectUUID() == this.playerUUID) {
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continue; //skip self
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}
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writer.putInt((int) (player.getHealth() / player.getHealthMax() * 100));
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writer.putInt((int) (player.getStamina() / player.getStaminaMax() * 100));
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writer.putInt((int) (player.getMana() / player.getManaMax() * 100));
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writer.putFloat(player.getLoc().x);
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writer.putFloat(player.getLoc().y);
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writer.putFloat(player.getLoc().z);
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writer.putInt(GameObjectType.PlayerCharacter.ordinal());
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writer.putInt(player.getObjectUUID());
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}
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writer.putInt(0);
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writer.putInt(0);
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}
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private void _serializeSix(ByteBufferWriter writer) {
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writer.putInt(0);
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if (this.group != null) {
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writer.put(this.group.getSplitGold() ? (byte) 1 : (byte) 0);
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} else {
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writer.put((byte) 0);
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}
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writer.putInt(0);
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writer.putInt(0);
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}
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private void _serializeSeven(ByteBufferWriter writer) {
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PlayerCharacter player = this.players.iterator().next();
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writer.putInt(0);
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if (player != null) {
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writer.put(player.getFollow() ? (byte) 1 : (byte) 0);
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} else {
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writer.put((byte) 0);
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}
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writer.putInt(0);
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writer.putInt(0);
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}
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private void _serializeEight(ByteBufferWriter writer) {
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PlayerCharacter player = this.players.iterator().next();
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;
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writer.putInt(0);
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if (player != null) {
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writer.put(player.getFollow() ? (byte) 1 : (byte) 0);
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writer.putInt(GameObjectType.PlayerCharacter.ordinal());
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writer.putInt(player.getObjectUUID());
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} else {
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writer.put((byte) 0);
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writer.putLong(0L);
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}
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writer.putInt(0);
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writer.putInt(0);
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}
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/**
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* Deserializes the subclass specific items from the supplied
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* ByteBufferReader.
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*/
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@Override
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protected void _deserialize(ByteBufferReader reader) {
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this.players = Collections.newSetFromMap(new ConcurrentHashMap<>());
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reader.getInt();
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this.group = GroupManager.getGroup(reader.getInt());
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// TODO figure this mess out
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}
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public void addPlayer(PlayerCharacter value) {
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this.players.add(value);
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}
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public void setPlayer(PlayerCharacter value) {
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this.players.clear();
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this.players.add(value);
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}
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/**
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* @return the messageType
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*/
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public int getMessageType() {
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return messageType;
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}
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/**
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* @param messageType the messageType to set
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*/
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public void setMessageType(int messageType) {
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this.messageType = messageType;
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}
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/**
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* @return the unknown02
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*/
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public int getUnknown02() {
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return unknown02;
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}
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/**
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* @param unknown02 the unknown02 to set
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*/
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public void setUnknown02(int unknown02) {
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this.unknown02 = unknown02;
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}
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/**
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* @return the playerUUID
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*/
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public long getPlayerID() {
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return playerUUID;
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}
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/**
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* @param playerUUID the playerUUID to set
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*/
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public void setPlayerUUID(int playerUUID) {
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this.playerUUID = playerUUID;
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}
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/**
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* @return the players
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*/
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public Set<PlayerCharacter> getPlayers() {
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return players;
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}
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/**
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* @param players the players to set
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*/
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public void setPlayers(Set<PlayerCharacter> players) {
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this.players = players;
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}
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/**
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* @return the group
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*/
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public Group getGroup() {
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return group;
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}
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/**
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* @param group the group to set
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*/
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public void setGroup(Group group) {
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this.group = group;
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}
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}
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