#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; }