Fleshed out the serialization internals
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@@ -26,19 +26,41 @@
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void serializeEnemy(EnemyPacket* packet, void* buffer) {
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SERIALIZE(buffer, &packet->type, sizeof(SerialPacketType));
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//TODO
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//identify the enemy
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SERIALIZE(buffer, &packet->enemyIndex, sizeof(int));
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SERIALIZE(buffer, &packet->handle, PACKET_STRING_SIZE);
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SERIALIZE(buffer, &packet->avatar, PACKET_STRING_SIZE);
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//gameplay
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//stats structure
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serializeStatistics(&packet->stats, buffer);
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buffer = reinterpret_cast<char*>(buffer) + sizeof(Statistics);
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//TODO: equipment
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//TODO: items
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//TODO: buffs
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//TODO: debuffs
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//TODO: rewards
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}
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void deserializeEnemy(EnemyPacket* packet, void* buffer) {
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DESERIALIZE(buffer, &packet->type, sizeof(SerialPacketType));
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//TODO
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//identify the enemy
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DESERIALIZE(buffer, &packet->enemyIndex, sizeof(int));
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DESERIALIZE(buffer, &packet->handle, PACKET_STRING_SIZE);
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DESERIALIZE(buffer, &packet->avatar, PACKET_STRING_SIZE);
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//stats structure
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deserializeStatistics(&packet->stats, buffer);
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buffer = reinterpret_cast<char*>(buffer) + sizeof(Statistics);
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//TODO: equipment
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//TODO: items
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//TODO: buffs
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//TODO: debuffs
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//TODO: rewards
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}
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