本文整理汇总了C++中CServerDE::ReadFromLoadSaveMessageObject方法的典型用法代码示例。如果您正苦于以下问题:C++ CServerDE::ReadFromLoadSaveMessageObject方法的具体用法?C++ CServerDE::ReadFromLoadSaveMessageObject怎么用?C++ CServerDE::ReadFromLoadSaveMessageObject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::ReadFromLoadSaveMessageObject方法的8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: Load
void CDestructable::Load(HMESSAGEREAD hRead, DDWORD dwLoadFlags)
{
CServerDE* pServerDE = BaseClass::GetServerDE();
if (!pServerDE || !hRead) return;
DDWORD dwTest = pServerDE->ReadFromMessageDWord(hRead);
// Gross hack because PlayerObj hObject deoesn't seem to be loaded.
// Don't reload m_hObject if it is already set to something.
HOBJECT hObjectTmp;
if (!m_hObject)
pServerDE->ReadFromLoadSaveMessageObject(hRead, &m_hObject);
else
pServerDE->ReadFromLoadSaveMessageObject(hRead, &hObjectTmp);
m_bApplyDamagePhysics = (DBOOL)pServerDE->ReadFromMessageByte(hRead);
m_fMass = pServerDE->ReadFromMessageFloat(hRead);
m_fMaxHitPoints = pServerDE->ReadFromMessageFloat(hRead);
m_fMaxMegaHitPoints = pServerDE->ReadFromMessageFloat(hRead);
m_fHitPoints = pServerDE->ReadFromMessageFloat(hRead);
m_fDeathHitPoints = pServerDE->ReadFromMessageFloat(hRead);
m_fMaxArmorPoints = pServerDE->ReadFromMessageFloat(hRead);
m_fMaxNecroArmorPoints = pServerDE->ReadFromMessageFloat(hRead);
m_fArmorPoints = pServerDE->ReadFromMessageFloat(hRead);
m_fResistance = pServerDE->ReadFromMessageFloat(hRead);
m_bDead = (DBOOL)pServerDE->ReadFromMessageByte(hRead);
m_bNighInvulnerable = (DBOOL)pServerDE->ReadFromMessageByte(hRead);
m_nLastDamageType = pServerDE->ReadFromMessageByte(hRead);
m_nLastDamageLocation = pServerDE->ReadFromMessageByte(hRead);
pServerDE->ReadFromMessageVector(hRead, &m_vLastDamageDirection);
m_fLastDamageAmount = pServerDE->ReadFromMessageFloat(hRead);
m_fLastDamagePercent = pServerDE->ReadFromMessageFloat(hRead);
m_hstrDamageTriggerTarget = pServerDE->ReadFromMessageHString(hRead);
m_hstrDamageTriggerMessage = pServerDE->ReadFromMessageHString(hRead);
m_hstrDeathTriggerTarget = pServerDE->ReadFromMessageHString(hRead);
m_hstrDeathTriggerMessage = pServerDE->ReadFromMessageHString(hRead);
m_hstrSpawnObject = pServerDE->ReadFromMessageHString(hRead);
pServerDE->ReadFromMessageVector(hRead, &m_vSpawnObjectVel);
m_bGodMode = pServerDE->ReadFromMessageByte(hRead);
m_bTriggerOnly = pServerDE->ReadFromMessageByte(hRead);
m_fDeathDelay = pServerDE->ReadFromMessageFloat(hRead);
m_bDestructable = ( m_fHitPoints >= 1.0e6f ) ? DFALSE : DTRUE;
dwTest = pServerDE->ReadFromMessageDWord(hRead);
if (!m_Link.m_pData)
{
dl_Insert( &m_DestructableHead, &m_Link );
m_Link.m_pData = ( void * )this;
m_dwNumDestructables++;
}
}
示例2: Load
void CDebris::Load(HMESSAGEREAD hRead, DDWORD dwLoadFlags)
{
CServerDE* pServerDE = BaseClass::GetServerDE();
if (!pServerDE || !hRead) return;
pServerDE->ReadFromLoadSaveMessageObject(hRead, &m_hObject);
m_hstrSound = pServerDE->ReadFromMessageHString(hRead);
m_hstrTexture1 = pServerDE->ReadFromMessageHString(hRead);
m_hstrTexture2 = pServerDE->ReadFromMessageHString(hRead);
m_hstrModel1 = pServerDE->ReadFromMessageHString(hRead);
m_hstrModel2 = pServerDE->ReadFromMessageHString(hRead);
m_nAmount = pServerDE->ReadFromMessageByte(hRead);
m_fScale = pServerDE->ReadFromMessageFloat(hRead);
m_bExploding = pServerDE->ReadFromMessageByte(hRead);
m_bStone = pServerDE->ReadFromMessageByte(hRead);
m_bMetal = pServerDE->ReadFromMessageByte(hRead);
m_bWood = pServerDE->ReadFromMessageByte(hRead);
m_bEnergy = pServerDE->ReadFromMessageByte(hRead);
m_bGlass = pServerDE->ReadFromMessageByte(hRead);
m_bTerrain = pServerDE->ReadFromMessageByte(hRead);
m_bPlastic = pServerDE->ReadFromMessageByte(hRead);
m_bFlesh = pServerDE->ReadFromMessageByte(hRead);
m_bLiquid = pServerDE->ReadFromMessageByte(hRead);
m_bCustom = pServerDE->ReadFromMessageByte(hRead);
m_eType = (SurfaceType)pServerDE->ReadFromMessageDWord(hRead);
m_fDamageRadius = pServerDE->ReadFromMessageFloat(hRead);
m_fExplodeDamage = pServerDE->ReadFromMessageFloat(hRead);
}
示例3: Load
void Gabriel::Load(HMESSAGEREAD hRead, DDWORD dwLoadFlags)
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE || !hRead) return;
pServerDE->ReadFromLoadSaveMessageObject(hRead, &m_hShield);
}
示例4: Load
void Rotating::Load(HMESSAGEREAD hRead, DDWORD dwLoadFlags)
{
CServerDE* pServerDE = BaseClass::GetServerDE();
if (!pServerDE || !hRead) return;
DFLOAT fTime = pServerDE->GetTime();
pServerDE->ReadFromLoadSaveMessageObject(hRead, &m_hObject);
pServerDE->ReadFromMessageVector(hRead, &m_vVelocity);
pServerDE->ReadFromMessageVector(hRead, &m_vSaveVelocity);
pServerDE->ReadFromMessageVector(hRead, &m_vSign);
pServerDE->ReadFromMessageVector(hRead, &m_vSpinUpTime);
pServerDE->ReadFromMessageVector(hRead, &m_vSpinDownTime);
pServerDE->ReadFromMessageVector(hRead, &m_vSpinTimeLeft);
m_fLastTime = pServerDE->ReadFromMessageFloat(hRead) + fTime;
m_fStartTime = pServerDE->ReadFromMessageFloat(hRead) + fTime;
m_fPitch = pServerDE->ReadFromMessageFloat(hRead);
m_fYaw = pServerDE->ReadFromMessageFloat(hRead);
m_fRoll = pServerDE->ReadFromMessageFloat(hRead);
m_eState = (RWMState)pServerDE->ReadFromMessageDWord(hRead);
m_hstrBusySound = pServerDE->ReadFromMessageHString(hRead);
m_hstrSpinUpSound = pServerDE->ReadFromMessageHString(hRead);
m_hstrSpinDownSound = pServerDE->ReadFromMessageHString(hRead);
m_fSoundRadius = pServerDE->ReadFromMessageFloat(hRead);
}
示例5: Load
void UpgradeItem::Load(HMESSAGEREAD hRead, DDWORD dwLoadFlags)
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE || !hRead) return;
pServerDE->ReadFromLoadSaveMessageObject(hRead, &m_hDroppedBy);
m_nModelName = pServerDE->ReadFromMessageDWord(hRead);
m_nModelSkin = pServerDE->ReadFromMessageDWord(hRead);
m_nSoundName = pServerDE->ReadFromMessageDWord(hRead);
m_nUpgradeSubType = pServerDE->ReadFromMessageDWord(hRead);
m_fCreationTime = pServerDE->ReadFromMessageFloat(hRead);
}
示例6: Load
void Trigger::Load(HMESSAGEREAD hRead, DDWORD dwLoadFlags)
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE || !hRead) return;
pServerDE->ReadFromLoadSaveMessageObject(hRead, &m_hTouchObject);
m_bAttached = (DBOOL) pServerDE->ReadFromMessageByte(hRead);
m_bActive = (DBOOL) pServerDE->ReadFromMessageByte(hRead);
m_bTriggerTouch = (DBOOL) pServerDE->ReadFromMessageByte(hRead);
m_bTouchNotifyActivation = (DBOOL) pServerDE->ReadFromMessageByte(hRead);
m_bPlayerTriggerable = (DBOOL) pServerDE->ReadFromMessageByte(hRead);
m_bAITriggerable = (DBOOL) pServerDE->ReadFromMessageByte(hRead);
m_bLocked = (DBOOL) pServerDE->ReadFromMessageByte(hRead);
m_bDelayingActivate = (DBOOL) pServerDE->ReadFromMessageByte(hRead);
m_bWeightedTrigger = (DBOOL) pServerDE->ReadFromMessageByte(hRead);
m_bTimedTrigger = (DBOOL) pServerDE->ReadFromMessageByte(hRead);
m_fAccessDeniedMsg = pServerDE->ReadFromMessageFloat(hRead);
m_fAccessGrantedMsg = pServerDE->ReadFromMessageFloat(hRead);
m_fStartDelayTime = pServerDE->ReadFromMessageFloat(hRead);
m_fSendDelay = pServerDE->ReadFromMessageFloat(hRead);
m_fLastTouchTime = pServerDE->ReadFromMessageFloat(hRead);
m_fMessage1Weight = pServerDE->ReadFromMessageFloat(hRead);
m_fMinTriggerTime = pServerDE->ReadFromMessageFloat(hRead);
m_fMaxTriggerTime = pServerDE->ReadFromMessageFloat(hRead);
m_fNextTriggerTime = pServerDE->ReadFromMessageFloat(hRead);
m_fTriggerDelay = pServerDE->ReadFromMessageFloat(hRead);
m_fSoundRadius = pServerDE->ReadFromMessageFloat(hRead);
m_nActivationCount = pServerDE->ReadFromMessageDWord(hRead);
m_nCurrentActivation = pServerDE->ReadFromMessageDWord(hRead);
m_hstrAccessDeniedSound = pServerDE->ReadFromMessageHString(hRead);
m_hstrAccessGrantedSound = pServerDE->ReadFromMessageHString(hRead);
m_hstrUnlockKey = pServerDE->ReadFromMessageHString(hRead);
m_hstrAIName = pServerDE->ReadFromMessageHString(hRead);
m_hstrMessageTouch = pServerDE->ReadFromMessageHString(hRead);
m_hstrActivationSound = pServerDE->ReadFromMessageHString(hRead);
for (int i=0; i < MAX_NUM_MESSAGES; i++)
{
m_hstrTargetName[i] = pServerDE->ReadFromMessageHString(hRead);
m_hstrMessageName[i] = pServerDE->ReadFromMessageHString(hRead);
}
}
示例7: Load
void CameraObj::Load(HMESSAGEREAD hRead, DDWORD dwLoadFlags)
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE || !hRead) return;
DFLOAT fTime = pServerDE->GetTime();
m_bActive = pServerDE->ReadFromMessageByte(hRead);
m_bStartActive = pServerDE->ReadFromMessageByte(hRead);
m_bIsListener = pServerDE->ReadFromMessageByte(hRead);
m_bPlayerMovement = pServerDE->ReadFromMessageByte(hRead);
m_nType = pServerDE->ReadFromMessageByte(hRead);
m_fActiveTime = pServerDE->ReadFromMessageFloat(hRead);
m_fDeactivateTime = pServerDE->ReadFromMessageFloat(hRead) + fTime;
m_bHidePlayer = pServerDE->ReadFromMessageByte(hRead);
pServerDE->ReadFromLoadSaveMessageObject(hRead, &m_hLinkObject);
SetActive(m_bActive); // (new) [blg] 02/17/99
}
示例8: Load
void CMovement::Load(HMESSAGEREAD hRead, DDWORD dwLoadFlags)
{
CServerDE* pServerDE = BaseClass::GetServerDE();
if (!pServerDE || !hRead) return;
pServerDE->ReadFromLoadSaveMessageObject(hRead, &m_hObject);
pServerDE->ReadFromMessageRotation(hRead, &m_rRot);
pServerDE->ReadFromMessageVector(hRead, &m_vRight);
pServerDE->ReadFromMessageVector(hRead, &m_vUp);
pServerDE->ReadFromMessageVector(hRead, &m_vForward);
pServerDE->ReadFromMessageVector(hRead, &m_vPos);
pServerDE->ReadFromMessageVector(hRead, &m_vLastPos);
int nNumPoints = pServerDE->ReadFromMessageDWord(hRead);
for (int i=0; i < nNumPoints; i++)
{
DVector vPos;
pServerDE->ReadFromMessageVector(hRead, &vPos);
AddPosToPathList(vPos);
}
}