mcserver/source/packets/cPacket_NewInvalidState.cpp

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#include "cPacket_NewInvalidState.h"
cPacket_NewInvalidState::cPacket_NewInvalidState( const cPacket_NewInvalidState & a_Copy )
{
m_PacketID = E_NEW_INVALID_STATE;
m_Reason = a_Copy.m_Reason;
m_GameMode = a_Copy.m_GameMode;
}
bool cPacket_NewInvalidState::Parse(cSocket & a_Socket) {
m_Socket = a_Socket;
if( !ReadByte ( m_Reason ) ) return false;
if( !ReadByte ( m_GameMode ) ) return false;
return true;
}
bool cPacket_NewInvalidState::Send(cSocket & a_Socket)
{
unsigned int TotalSize = c_Size;
char* Message = new char[TotalSize];
unsigned int i = 0;
AppendByte ( (char)m_PacketID, Message, i );
AppendByte ( m_Reason, Message, i );
AppendByte ( m_GameMode, Message, i );
bool RetVal = !cSocket::IsSocketError( SendData( a_Socket, Message, TotalSize, 0 ) );
delete [] Message;
return RetVal;
}