本文整理汇总了C++中GetServerDE函数的典型用法代码示例。如果您正苦于以下问题:C++ GetServerDE函数的具体用法?C++ GetServerDE怎么用?C++ GetServerDE使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了GetServerDE函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: GetServerDE
void WeaponPowerup::Save(HMESSAGEWRITE hWrite, DDWORD dwSaveFlags)
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE || !hWrite) return;
pServerDE->WriteToMessageByte(hWrite, m_iWeaponType);
pServerDE->WriteToMessageByte(hWrite, m_eModelSize);
pServerDE->WriteToMessageDWord(hWrite, m_dwAmmo);
}
示例2: GetServerDE
void SpellPickup::ObjectTouch(HOBJECT hObject)
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE) return;
HMESSAGEWRITE hMessage = pServerDE->StartMessageToObject(this, hObject, MID_ADDAMMO);
pServerDE->WriteToMessageByte(hMessage, (DBYTE)m_nSpellType);
pServerDE->EndMessage(hMessage);
}
示例3: GetServerDE
void PickupObject::SendEffectMessage()
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE) return;
HMESSAGEWRITE hMessage = pServerDE->StartSpecialEffectMessage(this);
pServerDE->WriteToMessageByte(hMessage, SFX_POWERUP_ID);
pServerDE->EndMessage(hMessage);
}
示例4: GetServerDE
LTBOOL Key::InitialUpdate(LTVector* pMovement)
{
ILTServer* pServerDE = GetServerDE();
if (!pServerDE) return LTFALSE;
pServerDE->SetNextUpdate (m_hObject, 0.0f);
return LTTRUE;
}
示例5: GetServerDE
DBOOL ParticleSystem::ReadProp(ObjectCreateStruct *)
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE) return DFALSE;
GenericProp genProp;
if (g_pServerDE->GetPropGeneric("Static", &genProp) == DE_OK)
m_bStatic = genProp.m_Bool;
if (g_pServerDE->GetPropGeneric("ParticleFlags", &genProp) == DE_OK)
m_dwFlags = genProp.m_Long;
if (g_pServerDE->GetPropGeneric("BurstWait", &genProp) == DE_OK)
m_fBurstWait = genProp.m_Float;
if (g_pServerDE->GetPropGeneric("ParticlesPerSecond", &genProp) == DE_OK)
m_fParticlesPerSecond = genProp.m_Float;
if (g_pServerDE->GetPropGeneric("EmissionRadius", &genProp) == DE_OK)
m_fEmissionRadius = genProp.m_Float;
if (g_pServerDE->GetPropGeneric("MinimumVelocity", &genProp) == DE_OK)
m_fMinimumVelocity = genProp.m_Float;
if (g_pServerDE->GetPropGeneric("MaximumVelocity", &genProp) == DE_OK)
m_fMaximumVelocity = genProp.m_Float;
if (g_pServerDE->GetPropGeneric("VelocityOffset", &genProp) == DE_OK)
m_fVelocityOffset = genProp.m_Float;
if (g_pServerDE->GetPropGeneric("ParticleLifetime", &genProp) == DE_OK)
m_fParticleLifetime = genProp.m_Float;
if (g_pServerDE->GetPropGeneric("Color1", &genProp) == DE_OK)
VEC_COPY(m_vColor1, genProp.m_Color);
if (g_pServerDE->GetPropGeneric("Color2", &genProp) == DE_OK)
VEC_COPY(m_vColor2, genProp.m_Color);
if (g_pServerDE->GetPropGeneric("ParticleRadius", &genProp) == DE_OK)
m_fRadius = genProp.m_Float;
if (g_pServerDE->GetPropGeneric("Gravity", &genProp) == DE_OK)
m_fGravity = genProp.m_Float;
if (g_pServerDE->GetPropGeneric("RotationVelocity", &genProp) == DE_OK)
m_fRotationVelocity = genProp.m_Float;
if (g_pServerDE->GetPropGeneric("TextureName", &genProp) == DE_OK)
{
if (genProp.m_String[0]) m_hstrTextureName = pServerDE->CreateString(genProp.m_String);
}
return DTRUE;
}
示例6: GetServerDE
void VolumeBrush::UpdateZeroGravity(ContainerPhysics* pCPStruct)
{
CServerDE* pServerDE = GetServerDE();
if (!pCPStruct || !pCPStruct->m_hObject) return;
if (pCPStruct->m_Flags & FLAG_GRAVITY)
{
pCPStruct->m_Flags &= ~FLAG_GRAVITY;
}
}
示例7: GetServerDE
void ClientLightFX::Load(HMESSAGEREAD hRead, DDWORD dwLoadFlags)
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE || !hRead) return;
m_bOn = (DBOOL) pServerDE->ReadFromMessageByte(hRead);
m_bDynamic = (DBOOL) pServerDE->ReadFromMessageByte(hRead);
m_fLifeTime = pServerDE->ReadFromMessageFloat(hRead);
m_fStartTime = pServerDE->ReadFromMessageFloat(hRead);
}
示例8: GetServerDE
PolyGrid::~PolyGrid()
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE) return;
if (m_hstrSurfaceSprite)
{
pServerDE->FreeString(m_hstrSurfaceSprite);
}
}
示例9: GetServerDE
void CClientParticleStreamSFX::Save(HMESSAGEWRITE hWrite, DDWORD dwSaveFlags)
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE || !hWrite) return;
// Only need to save the data that changes (all the data in the
// special fx message is saved/loaded for us)...
pServerDE->WriteToMessageByte(hWrite, bOn);
}
示例10: GetServerDE
void Rain::TriggerMsg(HOBJECT hSender, HSTRING hMsg)
{
CServerDE* pServerDE = GetServerDE();
HSTRING hstr;
hstr = pServerDE->CreateString(g_szTriggerOn);
if (pServerDE->CompareStringsUpper(hMsg, hstr))
SendEffectMessage();
pServerDE->FreeString(hstr);
}
示例11: GetServerDE
void PowerupPickup::ObjectTouch(HOBJECT hObject)
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE) return;
HMESSAGEWRITE hMessage = pServerDE->StartMessageToObject(this, hObject, MID_ADDPOWERUP);
pServerDE->WriteToMessageByte(hMessage, (DBYTE)m_nType);
pServerDE->WriteToMessageFloat(hMessage, m_fValue * m_fValueMult);
pServerDE->EndMessage(hMessage);
}
示例12: switch
DDWORD Cat::ObjectMessageFn(HOBJECT hSender, DDWORD messageID, HMESSAGEREAD hRead)
{
switch(messageID)
{
case MID_DAMAGE:
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE) break;
DVector vDir;
pServerDE->ReadFromMessageVector(hRead, &vDir);
DFLOAT fDamage = pServerDE->ReadFromMessageFloat(hRead);
DamageType eType = (DamageType)pServerDE->ReadFromMessageByte(hRead);
HOBJECT hHeHitMe = pServerDE->ReadFromMessageObject(hRead);
if (eType == DT_SQUEAKY)
{
if (m_hstrSqueakedAtSound)
{
char* pSound = pServerDE->GetStringData(m_hstrSqueakedAtSound);
if (pSound) PlaySoundFromObject(m_hObject, pSound, m_fSoundRadius, SOUNDPRIORITY_MISC_MEDIUM );
}
// If we're supposed to trigger something, trigger it here
if (m_hstrSqueakyTarget && m_hstrSqueakyMessage)
{
SendTriggerMsgToObjects(this, m_hstrSqueakyTarget, m_hstrSqueakyMessage);
}
}
else
{
if (m_hstrDeathSound)
{
DVector vPos;
pServerDE->GetObjectPos(m_hObject, &vPos);
char* pSound = pServerDE->GetStringData(m_hstrDeathSound);
if (pSound) PlaySoundFromPos(&vPos, pSound, m_fSoundRadius, SOUNDPRIORITY_MISC_MEDIUM );
}
if (m_hstrDeathTriggerTarget && m_hstrDeathTriggerMessage)
{
SendTriggerMsgToObjects(this, m_hstrDeathTriggerTarget, m_hstrDeathTriggerMessage);
}
pServerDE->RemoveObject(m_hObject);
}
break;
}
default : break;
}
return InventoryItem::ObjectMessageFn(hSender, messageID, hRead);
}
示例13: GetServerDE
void Naga::PostPropRead(ObjectCreateStruct *pStruct)
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE || !pStruct) return;
char* pFilename = "Models\\Enemies\\Naga.abc";
char* pSkin = "Skins\\Enemies\\Naga.dtx";
_mbscpy((unsigned char*)pStruct->m_Filename, (const unsigned char*)pFilename);
_mbscpy((unsigned char*)pStruct->m_SkinName, (const unsigned char*)pSkin);
}
示例14: GetServerDE
CDestructableBrush::~CDestructableBrush()
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE) return;
if (m_hstrDebrisSkin)
{
pServerDE->FreeString(m_hstrDebrisSkin);
m_hstrDebrisSkin = NULL;
}
}
示例15: GetServerDE
void KeyPickup::Save(HMESSAGEWRITE hWrite, DDWORD dwSaveFlags)
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE || !hWrite) return;
pServerDE->WriteToMessageHString(hWrite, m_hstrFilename);
pServerDE->WriteToMessageHString(hWrite, m_hstrSkinName);
pServerDE->WriteToMessageHString(hWrite, m_hstrIconFile);
pServerDE->WriteToMessageHString(hWrite, m_hstrIconFileH);
pServerDE->WriteToMessageByte(hWrite, m_byUseCount);
}