本文整理汇总了C++中CServerDE::EndMessage2方法的典型用法代码示例。如果您正苦于以下问题:C++ CServerDE::EndMessage2方法的具体用法?C++ CServerDE::EndMessage2怎么用?C++ CServerDE::EndMessage2使用的例子?那么恭喜您, 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CServerDE
的用法示例。
在下文中一共展示了CServerDE::EndMessage2方法的3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: EngineMessageFn
DDWORD CHandWeaponModel::EngineMessageFn(DDWORD messageID, void *pData, DFLOAT lData)
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE) return 0;
switch(messageID)
{
case MID_PRECREATE:
{
ObjectCreateStruct *ocs = (ObjectCreateStruct*)pData;
m_dwClientID = ocs->m_UserData;
if(ocs->m_NextUpdate == 0.02f)
m_bLeftHand = DTRUE;
ocs = DNULL;
}
case MID_UPDATE:
{
if (!Update())
pServerDE->RemoveObject(m_hObject);
break;
}
case MID_INITIALUPDATE:
{
pServerDE->SetNextUpdate(m_hObject, 0.01f);
DVector vDims;
VEC_SET(vDims, 0.1f, 0.1f, 0.1f);
pServerDE->SetObjectDims(m_hObject, &vDims);
if(m_dwClientID)
{
HMESSAGEWRITE hMsg = pServerDE->StartSpecialEffectMessage(this);
pServerDE->WriteToMessageByte(hMsg, SFX_WEAPONHANDMODEL_ID);
pServerDE->WriteToMessageDWord(hMsg, m_dwClientID);
pServerDE->WriteToMessageByte(hMsg, (m_bLeftHand << 1) | DFALSE);
pServerDE->EndMessage2(hMsg, MESSAGE_GUARANTEED);
}
break;
}
default:
break;
}
return BaseClass::EngineMessageFn(messageID, pData, lData);
}
示例2: InitialUpdate
DBOOL CProjectile::InitialUpdate(DVector*)
{
CServerDE* pServerDE = BaseClass::GetServerDE();
if (!pServerDE) return DFALSE;
pServerDE->SetNextUpdate(m_hObject, (DFLOAT)0.001);
m_fStartTime = pServerDE->GetTime();
pServerDE->SetObjectDims(m_hObject, &m_vDims);
pServerDE->SetForceIgnoreLimit(m_hObject, 0.0f);
pServerDE->SetFrictionCoefficient(m_hObject, 18.0);
pServerDE->ScaleObject(m_hObject, &m_vInitScale);
// Initialize damage
m_damage.Init(m_hObject);
m_damage.SetHitPoints(5.0f); // A minor number of hitpoints
m_damage.SetApplyDamagePhysics(DFALSE);
// Mark this object as savable
DDWORD dwFlags = pServerDE->GetObjectUserFlags(m_hObject);
dwFlags |= USRFLG_SAVEABLE | USRFLG_SINGULARITY_ATTRACT;
pServerDE->SetObjectUserFlags(m_hObject, dwFlags);
// Create a particle trail
if(m_dwTrailFXID)
{
HMESSAGEWRITE hMessage = pServerDE->StartSpecialEffectMessage(this);
pServerDE->WriteToMessageByte(hMessage, SFX_OBJECTFX_ID);
pServerDE->WriteToMessageObject(hMessage, m_hObject);
pServerDE->WriteToMessageVector(hMessage, &m_vTrailOffset);
pServerDE->WriteToMessageFloat(hMessage, m_fTrailScale);
pServerDE->WriteToMessageDWord(hMessage, m_dwTrailScaleFlags);
pServerDE->WriteToMessageDWord(hMessage, m_dwTrailFXID);
pServerDE->WriteToMessageDWord(hMessage, m_dwTrailFXFlags);
pServerDE->EndMessage2(hMessage, MESSAGE_GUARANTEED);
}
return DTRUE;
}
示例3: AddExplosion
void CProjectile::AddExplosion(DVector vPos, DVector vNormal)
{
CServerDE* pServerDE = BaseClass::GetServerDE();
if (!pServerDE) return;
DDWORD nType = EXP_GRENADE;
DVector vUp;
VEC_SET(vUp, 0.0f, 1.0f, 0.0f);
HMESSAGEWRITE hMessage = pServerDE->StartInstantSpecialEffectMessage(&vPos);
pServerDE->WriteToMessageByte(hMessage, SFX_EXPLOSIONFX_ID);
pServerDE->WriteToMessageVector(hMessage, &vPos);
pServerDE->WriteToMessageVector(hMessage, &vUp);
pServerDE->WriteToMessageDWord(hMessage, nType);
pServerDE->EndMessage2(hMessage, MESSAGE_GUARANTEED | MESSAGE_NAGGLEFAST);
PlaySoundFromPos(&vPos, "Sounds\\Weapons\\c4\\explosion_1.wav", 1000.0f, SOUNDPRIORITY_MISC_MEDIUM);
}