本文整理汇总了C++中CActor::Broadcast方法的典型用法代码示例。如果您正苦于以下问题:C++ CActor::Broadcast方法的具体用法?C++ CActor::Broadcast怎么用?C++ CActor::Broadcast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CActor
的用法示例。
在下文中一共展示了CActor::Broadcast方法的1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: Respawn
// ACTUAL RESPAWN OF ACTOR
void CRespawnQueueActor::Respawn( CRespawnPoint* point )
{
CActor* a = 0;
a = FACTORY->Actors.Create( actorName.c_str(), actorConfigFile.c_str() );
if ( !a )
{
CONSOLE.addx( "Incorrect actor name on respawn: %s", actorName.c_str() );
return;
}
if ( point )
{
a->setPosition( point->vPosition );
a->setDirection( point->fDirection );
}
if ( player )
{
a->setOwnersPlayerID( player->playerID );
a->setControls( player->getControls() );
a->setDebugText( player->className );
}
else
{
a->setDebugText( a->getFactoryName() );
}
bool sent = false;
// load parent attachment
if ( point )
{
if ( ( point->parentActorName.size() > 1 ) && ( point->parentActorScriptName.size() > 1 ) )
{
CActor* pa = 0;
pa = FACTORY->Actors.Create( point->parentActorName.c_str(), point->parentActorScriptName.c_str() );
pa->setPosition( point->vPosition );
pa->setDirection( point->fDirection );
pa->setRespawnable( false );
a->attachToParentNode( pa, a->getControls() );
pa->Broadcast();
sent = true;
}
}
// send the actor to all players
if ( !sent )
{
CGameServer::BroadcastActor( a );
}
WORLD.GetRules()->OnActorRespawn( a, point );
}