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C++ CServerDE::GetPropGeneric方法代码示例

本文整理汇总了C++中CServerDE::GetPropGeneric方法的典型用法代码示例。如果您正苦于以下问题:C++ CServerDE::GetPropGeneric方法的具体用法?C++ CServerDE::GetPropGeneric怎么用?C++ CServerDE::GetPropGeneric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::GetPropGeneric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: ReadProp

DBOOL GameStartPoint::ReadProp()
{
	CServerDE* pServerDE = GetServerDE();
	if (!pServerDE) return DFALSE;

	GenericProp genProp;

	if (pServerDE->GetPropGeneric("Multiplayer", &genProp) == DE_OK)
		m_bMultiplayer = genProp.m_Bool;

	if (pServerDE->GetPropGeneric("Name", &genProp) == DE_OK)
	{
		if (genProp.m_String[0])
			 m_hstrName = pServerDE->CreateString(genProp.m_String);
	}

	if (g_pServerDE->GetPropGeneric("TeamID", &genProp) == DE_OK)
	{
		m_nTeamID = (int)genProp.m_Long;
	}

	DRotation rRot;
	ROT_INIT(rRot);

	if (pServerDE->GetPropGeneric("Rotation", &genProp) == DE_OK)
	{
		m_vPitchYawRoll.x = genProp.m_Vec.x;
		m_vPitchYawRoll.y = genProp.m_Vec.y;
		m_vPitchYawRoll.z = genProp.m_Vec.z;
	}

	if (pServerDE->GetPropGeneric("TriggerTarget", &genProp) == DE_OK)
	{
		if (genProp.m_String[0])
			 m_hstrTriggerTarget = pServerDE->CreateString(genProp.m_String);
	}

	if (pServerDE->GetPropGeneric("TriggerMessage", &genProp) == DE_OK)
	{
		if (genProp.m_String[0])
			 m_hstrTriggerMessage = pServerDE->CreateString(genProp.m_String);
	}
	return DTRUE;
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:44,代码来源:GameStartPoint.cpp

示例2: ReadProp

// ----------------------------------------------------------------------- //
//
//	ROUTINE:	LightFX::ReadProp
//
//	PURPOSE:	Set property value
//
// ----------------------------------------------------------------------- //
DBOOL LightFX::ReadProp(ObjectCreateStruct *)
{
	CServerDE* pServerDE = GetServerDE();
	if (!pServerDE) return DFALSE;

	GenericProp genProp;

	if (pServerDE->GetPropGeneric("HitPoints", &genProp) == DE_OK)
		m_fHitPts = genProp.m_Float;

	if (pServerDE->GetPropGeneric("LightSwitch", &genProp) == DE_OK)
		m_bOn = genProp.m_Bool;

	if (pServerDE->GetPropGeneric("LifeTime", &genProp) == DE_OK)
		m_fLifeTime = genProp.m_Float;

    if (m_fLifeTime < 0.0f) m_fLifeTime = 0.0f;

	if (pServerDE->GetPropGeneric("NumColorCycles", &genProp) == DE_OK)
		m_nNumColorCycles = genProp.m_Long;

	if (pServerDE->GetPropGeneric("Color1", &genProp) == DE_OK)
		VEC_COPY(m_vColor1, genProp.m_Color);

	if (pServerDE->GetPropGeneric("Color2", &genProp) == DE_OK)
		VEC_COPY(m_vColor2, genProp.m_Color);

	if (pServerDE->GetPropGeneric("Color3", &genProp) == DE_OK)
		VEC_COPY(m_vColor3, genProp.m_Color);

	if (pServerDE->GetPropGeneric("Color1Time", &genProp) == DE_OK)
		m_fColor1Time = genProp.m_Float;

	if (pServerDE->GetPropGeneric("Color2Time", &genProp) == DE_OK)
		m_fColor2Time = genProp.m_Float;

	if (pServerDE->GetPropGeneric("Color3Time", &genProp) == DE_OK)
		m_fColor3Time = genProp.m_Float;

	if (pServerDE->GetPropGeneric("NumIntensityCycles", &genProp) == DE_OK)
		m_nNumIntensityCycles = genProp.m_Long;

	if (pServerDE->GetPropGeneric("IntensityMin", &genProp) == DE_OK)
		m_fIntensityMin = genProp.m_Float;

    if (m_fIntensityMin < 0.0f) m_fIntensityMin = 0.0f;

	if (pServerDE->GetPropGeneric("IntensityMax", &genProp) == DE_OK)
		m_fIntensityMax = genProp.m_Float;

    if (m_fIntensityMax > 255.0f)   m_fIntensityMax = 255.0f;


	if (pServerDE->GetPropGeneric("IntensityMinTime", &genProp) == DE_OK)
		m_fIntensityMinTime = genProp.m_Float;

	if (pServerDE->GetPropGeneric("IntensityMaxTime", &genProp) == DE_OK)
		m_fIntensityMaxTime = genProp.m_Float;

	if (pServerDE->GetPropGeneric("IntensityRampUpTime", &genProp) == DE_OK)
		m_fIntensityRampUpTime = genProp.m_Float;

	if (pServerDE->GetPropGeneric("IntensityRampDownTime", &genProp) == DE_OK)
		m_fIntensityRampDownTime = genProp.m_Float;

	if (pServerDE->GetPropGeneric("NumRadiusCycles", &genProp) == DE_OK)
		m_nNumRadiusCycles = genProp.m_Long;

	if (pServerDE->GetPropGeneric("RadiusMin", &genProp) == DE_OK)
		m_fRadiusMin = genProp.m_Float;

    if (m_fRadiusMin < 0.0f) m_fRadiusMin = 0.0f;


	if (pServerDE->GetPropGeneric("RadiusMax", &genProp) == DE_OK)
		m_fRadiusMax = genProp.m_Float;

	if (pServerDE->GetPropGeneric("RadiusMinTime", &genProp) == DE_OK)
		m_fRadiusMinTime = genProp.m_Float;

	if (pServerDE->GetPropGeneric("RadiusMaxTime", &genProp) == DE_OK)
		m_fRadiusMaxTime = genProp.m_Float;

	if (pServerDE->GetPropGeneric("RadiusRampUpTime", &genProp) == DE_OK)
		m_fRadiusRampUpTime = genProp.m_Float;

	if (pServerDE->GetPropGeneric("RadiusRampDownTime", &genProp) == DE_OK)
		m_fRadiusRampDownTime = genProp.m_Float;

	if (pServerDE->GetPropGeneric("RampUpSound", &genProp) == DE_OK)
	{
		if (genProp.m_String[0])
			 m_hstrRampUpSound = pServerDE->CreateString(genProp.m_String);
//.........这里部分代码省略.........
开发者ID:Arc0re,项目名称:lithtech,代码行数:101,代码来源:LightFX.cpp

示例3: ReadProp

// ----------------------------------------------------------------------- //
//
//	ROUTINE:	ClientLightFX::ReadProp
//
//	PURPOSE:	Set property value
//
// ----------------------------------------------------------------------- //
DBOOL ClientLightFX::ReadProp(ObjectCreateStruct *)
{
	CServerDE* pServerDE = GetServerDE();
	if (!pServerDE) return DFALSE;

	GenericProp genProp;

	if (pServerDE->GetPropGeneric("HitPoints", &genProp) == DE_OK)
		m_fHitPts = genProp.m_Float;

	if (pServerDE->GetPropGeneric("LightSwitch", &genProp) == DE_OK)
		m_bOn = genProp.m_Bool;

	if (pServerDE->GetPropGeneric("LifeTime", &genProp) == DE_OK)
		m_fLifeTime = genProp.m_Float;

    if (m_fLifeTime < 0.0f) m_fLifeTime = 0.0f;

	if (pServerDE->GetPropGeneric("Color", &genProp) == DE_OK)
		VEC_COPY(m_vColor, genProp.m_Color);

	if (pServerDE->GetPropGeneric("IntensityMin", &genProp) == DE_OK)
		m_fIntensityMin = genProp.m_Float;

    if (m_fIntensityMin < 0.0f) m_fIntensityMin = 0.0f;

	if (pServerDE->GetPropGeneric("IntensityMax", &genProp) == DE_OK)
		m_fIntensityMax = genProp.m_Float;

    if (m_fIntensityMax > 255.0f)   m_fIntensityMax = 255.0f;

	if (pServerDE->GetPropGeneric("IntensityWaveform", &genProp) == DE_OK)
		m_nIntensityWaveform = (DBYTE) genProp.m_Long;

	if (pServerDE->GetPropGeneric("IntensityFreq", &genProp) == DE_OK)
		m_fIntensityFreq = genProp.m_Float;

	if (pServerDE->GetPropGeneric("IntensityPhase", &genProp) == DE_OK)
		m_fIntensityPhase = genProp.m_Float;

	if (pServerDE->GetPropGeneric("RadiusMin", &genProp) == DE_OK)
		m_fRadiusMin = genProp.m_Float;

    if (m_fRadiusMin < 0.0f) m_fRadiusMin = 0.0f;

	if (pServerDE->GetPropGeneric("RadiusMax", &genProp) == DE_OK)
		m_fRadiusMax = genProp.m_Float;

	if (pServerDE->GetPropGeneric("RadiusWaveform", &genProp) == DE_OK)
		m_nRadiusWaveform = (DBYTE) genProp.m_Long;

	if (pServerDE->GetPropGeneric("RadiusFreq", &genProp) == DE_OK)
		m_fRadiusFreq = genProp.m_Float;

	if (pServerDE->GetPropGeneric("RadiusPhase", &genProp) == DE_OK)
		m_fRadiusPhase = genProp.m_Float;

	if (pServerDE->GetPropGeneric("RampUpSound", &genProp) == DE_OK)
	{
		if (genProp.m_String[0])
			 m_hstrRampUpSound = pServerDE->CreateString(genProp.m_String);
	}

	if (pServerDE->GetPropGeneric("RampDownSound", &genProp) == DE_OK)
	{
		if (genProp.m_String[0])
			 m_hstrRampDownSound = pServerDE->CreateString(genProp.m_String);
	}

	if (pServerDE->GetPropGeneric("CastShadowsFlag", &genProp) == DE_OK)
	{
		m_dwLightFlags |= genProp.m_Bool ? FLAG_CASTSHADOWS : 0;
	}

	if (pServerDE->GetPropGeneric("SolidLightFlag", &genProp) == DE_OK)
	{
		m_dwLightFlags |= genProp.m_Bool ? FLAG_SOLIDLIGHT : 0;
	}

	if (pServerDE->GetPropGeneric("OnlyLightWorldFlag", &genProp) == DE_OK)
	{
		m_dwLightFlags |= genProp.m_Bool ? FLAG_ONLYLIGHTWORLD : 0;
	}

	if (pServerDE->GetPropGeneric("DontLightBackfacingFlag", &genProp) == DE_OK)
	{
		m_dwLightFlags |= genProp.m_Bool ? FLAG_DONTLIGHTBACKFACING : 0;
	}

	if (pServerDE->GetPropGeneric("FogLightFlag", &genProp) == DE_OK)
	{
		m_dwLightFlags |= genProp.m_Bool ? FLAG_FOGLIGHT : 0;
	}
//.........这里部分代码省略.........
开发者ID:Arc0re,项目名称:lithtech,代码行数:101,代码来源:ClientLightFX.cpp


注:本文中的CServerDE::GetPropGeneric方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。