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类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 );
}
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);
}
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 );
}
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);
}
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 );
}
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);
}
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 );
}