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C++ CServerDE::EndMessage2方法代码示例

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);
}
开发者ID:bsmr-games,项目名称:Blood2,代码行数:50,代码来源:HandWeaponModel.cpp

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;
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:42,代码来源:Projectile.cpp

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);
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:20,代码来源:Projectile.cpp


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