本文整理汇总了C++中CNetworkVehicle::GetPlateText方法的典型用法代码示例。如果您正苦于以下问题:C++ CNetworkVehicle::GetPlateText方法的具体用法?C++ CNetworkVehicle::GetPlateText怎么用?C++ CNetworkVehicle::GetPlateText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CNetworkVehicle
的用法示例。
在下文中一共展示了CNetworkVehicle::GetPlateText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: SendInVehicleSync
void CLocalPlayer::SendInVehicleSync( void )
{
// Are we not connected to the network?
if( !pCore->GetNetworkModule()->IsConnected() )
return;
// Are we dead?
if( IsDead() )
return;
// Get the vehicle instance
CNetworkVehicle * pVehicle = pCore->GetVehicleManager()->GetFromGameGUID( GetPlayerPed()->GetCurrentVehicle()->m_dwGUID );
// Did we fail to find the vehicle?
if( !pVehicle )
return;
// Construct a new bitstream
RakNet::BitStream pBitStream;
// Write the vehicle id
pBitStream.WriteCompressed( pVehicle->GetId() );
// Construct a new in vehicle sync data structure
InVehicleSync inVehicleSync;
// Get the vehicle position
pVehicle->GetPosition( &inVehicleSync.m_vecPosition );
// Get the vehicle rotation
pVehicle->GetRotation( &inVehicleSync.m_vecRotation );
// Get the vehicle dirt level
inVehicleSync.m_fDirtLevel = pVehicle->GetVehicle()->GetDirtLevel();
// Get the vehicle tuning table
inVehicleSync.m_iTuningTable = pVehicle->GetVehicle()->GetTuningTable();
// Get the vehicle horn state
inVehicleSync.m_bHornState = pVehicle->GetVehicle()->IsHornOn();
// Get the vehicle siren state
inVehicleSync.m_bSirenState = pVehicle->GetVehicle()->IsSirenOn();
// Get the vehicle fuel
inVehicleSync.m_fFuel = pVehicle->GetVehicle()->GetFuel();
// Get the vehicle speed
pVehicle->GetSpeedVec( &inVehicleSync.m_vecVelocity );
// Get the turn speed
inVehicleSync.m_fTurnSpeed = pVehicle->GetSteer();
// Get the engine damage
inVehicleSync.m_fEngineDamage = pVehicle->GetVehicle()->GetEngineDamage();
// Get the vehicle plate text
strcpy( inVehicleSync.m_szPlateText, pVehicle->GetPlateText() );
inVehicleSync.m_szPlateText[ 6 ] = '\0';
// Get the vehicle colour
pVehicle->GetColour( &inVehicleSync.m_primaryColour, &inVehicleSync.m_secondaryColour );
// Get the power state
inVehicleSync.m_bPower = pVehicle->GetVehicle()->GetPower();
// Get the brake state
inVehicleSync.m_bBrake = pVehicle->GetVehicle()->GetBrake();
// Get the vehicle wheel models (DISABLED FOR TESTING)
for ( int i = 0; i < 3; i++ )
inVehicleSync.m_bWheelModels[ i ] = 0xFF; //Game::GetIdFromVehicleWheelModel ( pVehicle->GetVehicle()->GetWheelTexture ( i ) );
// Get the handbrake state
inVehicleSync.m_bHandbrake = pVehicle->GetVehicle()->IsHandbrakeOn ();
// Get the light state
inVehicleSync.m_bLightState = pVehicle->GetVehicle()->GetLightState ();
// Write the sync structure into the bitstream
pBitStream.Write( (char *)&inVehicleSync, sizeof(InVehicleSync) );
// Send the bitstream to the server
pCore->GetNetworkModule()->Call( RPC_VEHICLE_SYNC, &pBitStream, LOW_PRIORITY, UNRELIABLE_SEQUENCED, true );
}