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C++ CServerDE::GetServerFlags方法代码示例

本文整理汇总了C++中CServerDE::GetServerFlags方法的典型用法代码示例。如果您正苦于以下问题:C++ CServerDE::GetServerFlags方法的具体用法?C++ CServerDE::GetServerFlags怎么用?C++ CServerDE::GetServerFlags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::GetServerFlags方法的11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: CacheFiles

void MadScientistAI::CacheFiles()
{
	// Sanity checks...

	CServerDE* pServerDE = GetServerDE();
	if (!pServerDE) return;

	if(!(pServerDE->GetServerFlags() & SS_CACHING))
	{
		return;
	}

	if (!m_hObject) return;


	// Get the model filenames...

	char sModel[256] = { "" };
	char sSkin[256]  = { "" };

	pServerDE->GetModelFilenames(m_hObject, sModel, 255, sSkin, 255);


	// Cache models...

	pServerDE->CacheFile(FT_MODEL, sModel);


	// Cache textures...

	pServerDE->CacheFile(FT_TEXTURE, sSkin);
}
开发者ID:bsmr-games,项目名称:Blood2,代码行数:32,代码来源:MadScientistAI.cpp

示例2: CacheFiles

void ClientLightFX::CacheFiles()
{
	CServerDE* pServerDE = GetServerDE();
	if (!pServerDE) return;

	// {MD 9/23/98}
	if(!(pServerDE->GetServerFlags() & SS_CACHING))
		return;

	char* pFile = DNULL;

	if (m_hstrRampUpSound)
	{
		pFile = g_pServerDE->GetStringData(m_hstrRampUpSound);
		if (pFile)
		{
			 g_pServerDE->CacheFile(FT_SOUND ,pFile);
		}
	}

	if (m_hstrRampDownSound)
	{
		pFile = g_pServerDE->GetStringData(m_hstrRampDownSound);
		if (pFile)
		{
			 g_pServerDE->CacheFile(FT_SOUND ,pFile);
		}
	}
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:29,代码来源:ClientLightFX.cpp

示例3: CacheFiles

void Prophet::CacheFiles()
{
    // Sanity checks...

    CServerDE* pServerDE = GetServerDE();
    if (!pServerDE) return;

    if(!(pServerDE->GetServerFlags() & SS_CACHING))
    {
        return;
    }

    if (!m_hObject) return;


    // Get the model filenames...

    char sModel[256] = { "" };
    char sSkin[256]  = { "" };

    pServerDE->GetModelFilenames(m_hObject, sModel, 255, sSkin, 255);


    // Cache models...

    pServerDE->CacheFile(FT_MODEL, sModel);


    // Cache textures...

    pServerDE->CacheFile(FT_TEXTURE, sSkin);


    // Cache sounds...

    SetCacheDirectory("sounds\\enemies\\prophet");

    CacheSoundFileRange("anger", 1, 3);
    CacheSoundFileRange("death", 1, 3);
    CacheSoundFileRange("idle", 1, 3);
    CacheSoundFileRange("laugh", 1, 3);
    CacheSoundFileRange("onfire", 1, 3);
    CacheSoundFileRange("pain", 1, 3);
    CacheSoundFileRange("spot", 1, 3);
}
开发者ID:jordandavidson,项目名称:lithtech,代码行数:45,代码来源:prophet.cpp

示例4: CacheFiles

void Naga::CacheFiles()
{
	// Sanity checks...

	CServerDE* pServerDE = GetServerDE();
	if (!pServerDE) return;

	if(!(pServerDE->GetServerFlags() & SS_CACHING))
	{
		return;
	}

	if (!m_hObject) return;


	// Get the model filenames...

	char sModel[256] = { "" };
	char sSkin[256]  = { "" };

	pServerDE->GetModelFilenames(m_hObject, sModel, 255, sSkin, 255);


	// Cache models...

	pServerDE->CacheFile(FT_MODEL, sModel);


	// Cache textures...

	pServerDE->CacheFile(FT_TEXTURE, sSkin);


	// Cache sounds...

	SetCacheDirectory("sounds\\enemies\\naga");

	CacheSoundFileRange("na_attack_", 1, 3);
	CacheSoundFileRange("na_beam_", 1, 3);
	CacheSoundFileRange("na_death_", 1, 3);
	CacheSoundFileRange("na_howl_", 1, 3);
	CacheSoundFileRange("na_idle_", 1, 3);
	CacheSoundFileRange("na_pain_", 1, 3);
	CacheSoundFileRange("na_taunt_", 1, 3);
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:45,代码来源:Naga.cpp

示例5: CacheFiles

void DeathShroud::CacheFiles()
{
	// Sanity checks...

	CServerDE* pServerDE = GetServerDE();
	if (!pServerDE) return;

	if(!(pServerDE->GetServerFlags() & SS_CACHING))
	{
		return;
	}

	if (!m_hObject) return;


	// Get the model filenames...

	char sModel[256] = { "" };
	char sSkin[256]  = { "" };

	pServerDE->GetModelFilenames(m_hObject, sModel, 255, sSkin, 255);


	// Cache models...

	pServerDE->CacheFile(FT_MODEL, sModel);


	// Cache textures...

	pServerDE->CacheFile(FT_TEXTURE, sSkin);


	// Cache sounds...

	SetCacheDirectory("sounds\\enemies\\deathshroud");

	CacheSoundFileRange("de_attack_", 1, 3);
	CacheSoundFileRange("de_idle_", 1, 3);
	CacheSoundFileRange("de_loop_", 1, 3);
	CacheSoundFileRange("de_pain_", 1, 3);

	CacheSoundFile("de_death_3verbed");
	CacheSoundFile("flyskull");
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:45,代码来源:DeathShroud.cpp

示例6: CacheFiles

void PolyGrid::CacheFiles()
{
	CServerDE* pServerDE = GetServerDE();
	if (!pServerDE) return;

	// {MD 9/23/98}
	if(!(pServerDE->GetServerFlags() & SS_CACHING))
		return;

	if (m_hstrSurfaceSprite)
	{
		char* pFile = pServerDE->GetStringData(m_hstrSurfaceSprite);
		if (pFile && pFile[0])
		{
			pServerDE->CacheFile(FT_SPRITE, pFile);
		}
	}
}
开发者ID:bsmr-games,项目名称:Blood2,代码行数:18,代码来源:PolyGrid.cpp

示例7: CacheFiles

void VolumeBrush::CacheFiles()
{
    CServerDE* pServerDE = GetServerDE();
    if (!pServerDE) return;

    // {MD 9/23/98}
    if(!(pServerDE->GetServerFlags() & SS_CACHING))
        return;

    char* pFile = DNULL;
    if (m_hstrSurfaceSprite)
    {
        pFile = pServerDE->GetStringData(m_hstrSurfaceSprite);
        if (pFile)
        {
            pServerDE->CacheFile(FT_SPRITE, pFile);
        }
    }
}
开发者ID:jordandavidson,项目名称:lithtech,代码行数:19,代码来源:VolumeBrush.cpp

示例8: CacheFiles

void PickupObject::CacheFiles()
{
	CServerDE* pServerDE = GetServerDE();
	if (!pServerDE) return;

	// {MD 9/23/98}
	if(!(pServerDE->GetServerFlags() & SS_CACHING))
		return;

	if (m_szPickupSound)
	{
		g_pServerDE->CacheFile(FT_SOUND, m_szPickupSound);
	}

	if (m_szRespawnSound)
	{
		g_pServerDE->CacheFile(FT_SOUND ,m_szRespawnSound);
	}
}
开发者ID:bsmr-games,项目名称:Blood2,代码行数:19,代码来源:PickupObject.cpp

示例9: CacheFiles

void UndeadGideon::CacheFiles()
{
	// Sanity checks...

	CServerDE* pServerDE = GetServerDE();
	if (!pServerDE) return;

	if(!(pServerDE->GetServerFlags() & SS_CACHING))
	{
		return;
	}

	if (!m_hObject) return;


	// Get the model filenames...

	char sModel[256] = { "" };
	char sSkin[256]  = { "" };

	pServerDE->GetModelFilenames(m_hObject, sModel, 255, sSkin, 255);


	// Cache models...

	pServerDE->CacheFile(FT_MODEL, sModel);


	// Cache textures...

	pServerDE->CacheFile(FT_TEXTURE, sSkin);


	// Cache sounds...

	SetCacheDirectory("sounds\\enemies\\undeadgid");

	CacheSoundFileRange("foot", 1, 3);
	CacheSoundFileRange("spit", 1, 3);
	CacheSoundFileRange("stab", 1, 3);
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:41,代码来源:UndeadGideon.cpp

示例10: CacheFiles

void CivilianAI::CacheFiles()
{
	// Sanity checks...

	CServerDE* pServerDE = GetServerDE();
	if (!pServerDE) return;

	if(!(pServerDE->GetServerFlags() & SS_CACHING))
	{
		return;
	}

	if (!m_hObject) return;


	// Get the model filenames...

	char sModel[256] = { "" };
	char sSkin[256]  = { "" };

	pServerDE->GetModelFilenames(m_hObject, sModel, 255, sSkin, 255);


	// Cache models...

	pServerDE->CacheFile(FT_MODEL, sModel);


	// Cache textures...

	pServerDE->CacheFile(FT_TEXTURE, sSkin);


	// Cache sounds...

#ifdef _ADDON
	if (m_bSororitySkin)
	{
		SetCacheDirectory("sounds_ao\\enemies\\femalemisc");

		CacheSoundFileRange("femdie", 1, 3);
		CacheSoundFileRange("femgig", 1, 3);
		CacheSoundFileRange("fempain", 1, 3);
	}
	else
#endif

	if (m_bMale)
	{
		SetCacheDirectory("sounds\\enemies\\civilian");

		CacheSoundFileRange("death", 1, 3);
		CacheSoundFileRange("fear", 1, 3);
		CacheSoundFileRange("idle", 1, 3);
		CacheSoundFileRange("pain", 1, 3);
		CacheSoundFileRange("spot", 1, 3);
	}
	else
	{
		SetCacheDirectory("sounds\\enemies\\f_civ");

		CacheSoundFileRange("death", 1, 3);
		CacheSoundFileRange("fear", 1, 3);
		CacheSoundFileRange("idle", 1, 3);
		CacheSoundFileRange("pain", 1, 3);
		CacheSoundFileRange("spot", 1, 3);
	}
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:68,代码来源:CivilianAI.cpp

示例11: CacheFiles

void CultistAI::CacheFiles()
{
	// Sanity checks...

	CServerDE* pServerDE = GetServerDE();
	if (!pServerDE) return;

	if(!(pServerDE->GetServerFlags() & SS_CACHING))
	{
		return;
	}

	if (!m_hObject) return;


	// Get the model filenames...

	char sModel[256] = { "" };
	char sSkin[256]  = { "" };

	pServerDE->GetModelFilenames(m_hObject, sModel, 255, sSkin, 255);


	// Cache models...

	pServerDE->CacheFile(FT_MODEL, sModel);


	// Cache textures...

	pServerDE->CacheFile(FT_TEXTURE, sSkin);


	// Cache sounds...

#ifdef _ADDON
	if (m_bRobeSkin)
	{
		SetCacheDirectory("sounds_ao\\enemies\\retrocultist");

		CacheSoundFileRange("death", 1, 3);
		CacheSoundFileRange("kill", 1, 3);
		CacheSoundFileRange("idle", 1, 3);
		CacheSoundFileRange("pain", 1, 3);
		CacheSoundFileRange("spot", 1, 3);
		CacheSoundFileRange("attack", 1, 3);
		CacheSoundFileRange("taunt", 1, 3);
	}
	else
#endif

	if (m_bMale)
	{
		SetCacheDirectory("sounds\\enemies\\m_cultist");

		CacheSoundFileRange("death", 1, 3);
		CacheSoundFileRange("fear", 1, 3);
		CacheSoundFileRange("idle", 1, 3);
		CacheSoundFileRange("pain", 1, 3);
		CacheSoundFileRange("spot", 1, 3);
		CacheSoundFileRange("attack", 1, 3);
		CacheSoundFileRange("taunt", 1, 3);
		CacheSoundFileRange("anger", 1, 3);
	}
	else
	{
		SetCacheDirectory("sounds\\enemies\\f_cultist");

		CacheSoundFileRange("death", 1, 3);
		CacheSoundFileRange("fear", 1, 3);
		CacheSoundFileRange("idle", 1, 3);
		CacheSoundFileRange("pain", 1, 3);
		CacheSoundFileRange("spot", 1, 3);
		CacheSoundFileRange("attack", 1, 3);
		CacheSoundFileRange("taunt", 1, 3);
		CacheSoundFileRange("anger", 1, 3);
	}
}
开发者ID:bsmr-games,项目名称:Blood2,代码行数:78,代码来源:CultistAI.cpp


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