#pragma once #include #include namespace F4T::Networking { std::string GetLocalPlayerLogPrefix(); bool ConnectToServer(const char* a_host, std::uint16_t a_port); bool ConnectToLocalServer(); bool ConnectAndValidateServer(const char* a_host, std::uint16_t a_port, std::string& a_error); void DisconnectFromLocalServer(); bool IsConnectedToServer(); bool SendTransformPacket( float a_x, float a_y, float a_z, float a_angleZ, const char* a_movementType, bool a_hasCellId = false, std::uint32_t a_cellId = 0, bool a_hasWorldspaceId = false, std::uint32_t a_worldspaceId = 0, bool a_isMoving = false, bool a_isSprinting = false, bool a_isSneaking = false, bool a_isJumping = false, bool a_isCrouching = false, bool a_weaponDrawn = false, float a_movementSpeed = 0.0F, float a_animationGraphSpeed = -1.0F); bool SendWorldStatePacket( float a_gameHour, float a_gameDaysPassed, bool a_hasWeatherFormId, std::uint32_t a_weatherFormId, bool a_timeSync = false); }