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C++ Archiver::ArchiveFloat方法代码示例

本文整理汇总了C++中Archiver::ArchiveFloat方法的典型用法代码示例。如果您正苦于以下问题:C++ Archiver::ArchiveFloat方法的具体用法?C++ Archiver::ArchiveFloat怎么用?C++ Archiver::ArchiveFloat使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Archiver的用法示例。


在下文中一共展示了Archiver::ArchiveFloat方法的7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: Archive

void DefaultStrategos::Archive( Archiver &arc )
{
	Strategos::Archive( arc );

	arc.ArchiveFloat( &_checkYawMin );
	arc.ArchiveFloat( &_checkYawMax );
	arc.ArchiveFloat( &_checkInConeDistMax );
}
开发者ID:UberGames,项目名称:EF2GameSource,代码行数:8,代码来源:RageAI.cpp

示例2: Archive

//
// Name:        Archive()
// Parameters:  Archiver &arc
// Description: Archives Class Data
//
void CombatSubsystem::Archive(Archiver& arc)
{
  _activeWeapon.Archive(arc);
  arc.ArchiveFloat(&_nextTimeTracedToTarget);
  arc.ArchiveFloat(&_traceInterval);
  arc.ArchiveBool(&_canShootTarget);

  arc.ArchiveFloat(&_yawDiff);
}
开发者ID:UberGames,项目名称:EF2GameSource,代码行数:14,代码来源:actor_combatsubsystem.cpp

示例3: DoArchive

//
// Name:        DoArchive
// Parameters:  Archiver &arc
//              Actor *actor
// Description: Sets the Actor pointer during archiving
//
void PackageManager::DoArchive( Archiver &arc , Actor *actor )
{
	int i;
	BehaviorPackageEntry_t *pEntry;
	BehaviorPackageType_t  *package;
	int numPackages;
	str packageName;

	if ( actor )
		act = actor;
	else 
		gi.Error( ERR_FATAL, "PackageManager::DoArchive -- actor is NULL" );

	if ( arc.Loading() )
	{
		arc.ArchiveInteger( &numPackages );

		for ( i = 1 ; i <= numPackages ; i++ )
		{
			arc.ArchiveString( &packageName );

			RegisterPackage( packageName );

			// The package we just added should always be the last one

			pEntry = &_BehaviorPackages.ObjectAt( _BehaviorPackages.NumObjects() );

			arc.ArchiveFloat( &pEntry->currentScore );
			arc.ArchiveFloat( &pEntry->lastScore );
			arc.ArchiveFloat( &pEntry->lastTimeExecuted );
			arc.ArchiveFloat( &pEntry->priority );
		}

	}
	else
	{
		numPackages = _BehaviorPackages.NumObjects();
		arc.ArchiveInteger( &numPackages );

		for ( i = 1 ; i <= _BehaviorPackages.NumObjects() ; i++ )
		{
			pEntry = &_BehaviorPackages.ObjectAt( i );

			package = PackageList.ObjectAt( pEntry->packageIndex );

			arc.ArchiveString( &package->packageName );

			arc.ArchiveFloat( &pEntry->currentScore );
			arc.ArchiveFloat( &pEntry->lastScore );
			arc.ArchiveFloat( &pEntry->lastTimeExecuted );
			arc.ArchiveFloat( &pEntry->priority );
		}
	}

	arc.ArchiveInteger( &_currentFVarIndex );
	arc.ArchiveFloat( &_currentFVarLastExecuteTime );
	arc.ArchiveInteger( &_currentPackageIndex );
}
开发者ID:UberGames,项目名称:EF2GameSource,代码行数:64,代码来源:RageAI.cpp

示例4: Archive

inline void Talk::Archive(Archiver& arc) {
    Behavior::Archive(arc);

    arc.ArchiveObject(&turnto);
    arc.ArchiveSafePointer(&ent_listening);
    arc.ArchiveSafePointer(&last_headwatch_target);
    arc.ArchiveFloat(&original_yaw);
    arc.ArchiveFloat(&yaw);
    arc.ArchiveInteger(&mode);
    arc.ArchiveBoolean(&move_allowed);
    arc.ArchiveBool(&animDone);
    arc.ArchiveString(&oldAnimName);
}
开发者ID:UberGames,项目名称:EF2GameSource,代码行数:13,代码来源:talk.hpp

示例5: Archive

//
// Name:        Archive()
// Parameters:  Archiver &arc -- The archiver object
// Description: Archives the class
//
void SensoryPerception::Archive ( Archiver &arc )
{	
	arc.ArchiveInteger ( &_stimuli                   );
	arc.ArchiveInteger ( &_permanent_stimuli         );
	arc.ArchiveVector  ( &_noise_position            );
	arc.ArchiveInteger ( &_last_soundType            );
	arc.ArchiveFloat   ( &_noise_time                );
	arc.ArchiveFloat   ( &_fov                       );
	arc.ArchiveFloat   ( &_fovdot                    );
	arc.ArchiveFloat   ( &_vision_distance           );
	arc.ArchiveFloat   ( &_nextSenseTime	          );
	
	arc.ArchiveInteger( &_lineOfSight.entNum );
	arc.ArchiveFloat( &_lineOfSight.time );
	arc.ArchiveBoolean( &_lineOfSight.inLineOfSight );
}
开发者ID:UberGames,项目名称:EF2GameSource,代码行数:21,代码来源:actor_sensoryperception.cpp

示例6: Archive

inline void MoveRandomDirection::Archive(Archiver& arc) {
	Behavior::Archive(arc);

	// Archive Parameters
	arc.ArchiveString(&anim);

	// Archive Components
	arc.ArchiveObject(&_chase);

	// Archive Member Vars
	arc.ArchiveVector(&_destination);
	arc.ArchiveUnsigned(&_mode);
	arc.ArchiveFloat(&_dist);
	arc.ArchiveFloat(&_minDistance);
	arc.ArchiveFloat(&_nextChangeTime);
	arc.ArchiveBool(&_foundGoodDestination);
	arc.ArchiveBool(&_forever);
	arc.ArchiveBool(&_faceEnemy);
	arc.ArchiveString(&_torsoAnim);
}
开发者ID:UberGames,项目名称:EF2GameSource,代码行数:20,代码来源:MoveRandomDirection.hpp

示例7: Archive

void Entity::Archive( Archiver &arc )
{
	SimpleEntity::Archive( arc );

	arc.ArchiveBoolean( &fShader );

	if( fShader )
	{
		arc.ArchiveString( &shader );

		if( arc.Loading() ) {
			customshader = cgi.R_RegisterShader( shader );
		}
	}

	arc.ArchiveBoolean( &canThink );

	arc.ArchiveFloat( &scale );
	arc.ArchiveInteger( &entnum );
	arc.ArchiveInteger( &renderFx );

	arc.ArchiveString( &model );
}
开发者ID:kingtiger01,项目名称:openmohaa-1,代码行数:23,代码来源:centity.cpp


注:本文中的Archiver::ArchiveFloat方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。