44 lines
1.2 KiB
C++
44 lines
1.2 KiB
C++
#pragma once
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#include "F4TRemotePlayerState.h"
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#include <cstdint>
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#include <span>
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#include <string>
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namespace F4T::Networking
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{
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std::string GetLocalPlayerLogPrefix();
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bool ConnectToServer(const char* a_host, std::uint16_t a_port);
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bool ConnectToLocalServer();
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bool ConnectAndValidateServer(const char* a_host, std::uint16_t a_port, std::string& a_error);
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void DisconnectFromLocalServer();
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bool IsConnectedToServer();
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bool SendTransformPacket(
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float a_x,
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float a_y,
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float a_z,
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float a_angleZ,
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const char* a_movementType,
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bool a_hasCellId = false,
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std::uint32_t a_cellId = 0,
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bool a_hasWorldspaceId = false,
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std::uint32_t a_worldspaceId = 0,
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bool a_isMoving = false,
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bool a_isSprinting = false,
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bool a_isSneaking = false,
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bool a_isJumping = false,
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bool a_isCrouching = false,
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bool a_weaponDrawn = false,
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float a_movementSpeed = 0.0F,
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float a_animationGraphSpeed = -1.0F,
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std::span<const F4T::RemotePlayerState::RemoteEquippedItem> a_equippedItems = {},
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const F4T::RemotePlayerState::RemoteAppearance* a_appearance = nullptr);
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bool SendWorldStatePacket(
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float a_gameHour,
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float a_gameDaysPassed,
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bool a_hasWeatherFormId,
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std::uint32_t a_weatherFormId,
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bool a_timeSync = false);
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}
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