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* Add initial prettier and eslint configs * Modify prettierrc * Run eslint on everything * Actually remove prettier * Fix some eslints * Remove label in gs2 * Update CHANGELOG * Update eslintrc to specify es2021
46 lines
1.5 KiB
JavaScript
46 lines
1.5 KiB
JavaScript
import Core from './core.js'
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export default class ase extends Core {
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async run (state) {
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const buffer = await this.udpSend('s', (buffer) => {
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const reader = this.reader(buffer)
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const header = reader.string(4)
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if (header === 'EYE1') return reader.rest()
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})
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const reader = this.reader(buffer)
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state.raw.gamename = this.readString(reader)
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state.gamePort = parseInt(this.readString(reader))
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state.name = this.readString(reader)
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state.raw.gametype = this.readString(reader)
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state.map = this.readString(reader)
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state.raw.version = this.readString(reader)
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state.password = this.readString(reader) === '1'
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state.raw.numplayers = parseInt(this.readString(reader))
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state.maxplayers = parseInt(this.readString(reader))
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while (!reader.done()) {
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const key = this.readString(reader)
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if (!key) break
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const value = this.readString(reader)
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state.raw[key] = value
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}
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while (!reader.done()) {
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const flags = reader.uint(1)
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const player = {}
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if (flags & 1) player.name = this.readString(reader)
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if (flags & 2) player.team = this.readString(reader)
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if (flags & 4) player.skin = this.readString(reader)
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if (flags & 8) player.score = parseInt(this.readString(reader))
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if (flags & 16) player.ping = parseInt(this.readString(reader))
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if (flags & 32) player.time = parseInt(this.readString(reader))
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state.players.push(player)
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}
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}
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readString (reader) {
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return reader.pascalString(1, -1)
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}
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}
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