本文整理汇总了C++中CServerDE::ReadFromMessageDWord方法的典型用法代码示例。如果您正苦于以下问题:C++ CServerDE::ReadFromMessageDWord方法的具体用法?C++ CServerDE::ReadFromMessageDWord怎么用?C++ CServerDE::ReadFromMessageDWord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::ReadFromMessageDWord方法的14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 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3: 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 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6: Load
void CProjectile::Load(HMESSAGEREAD hRead, DDWORD dwLoadFlags)
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE || !hRead) return;
DFLOAT fTime = pServerDE->GetTime();
pServerDE->ReadFromMessageVector(hRead, &m_vDir);
m_fVelocity = pServerDE->ReadFromMessageFloat(hRead);
m_dwFlags = pServerDE->ReadFromMessageDWord(hRead);
m_nDamageType = pServerDE->ReadFromMessageByte(hRead);
// HOBJECT m_hFiredFrom; // Who fired us? Can't tell
m_nRadius = pServerDE->ReadFromMessageDWord(hRead);
m_fStartTime = pServerDE->ReadFromMessageFloat(hRead) + fTime;
m_bRemoveFromWorld = pServerDE->ReadFromMessageByte(hRead);
m_fDamage = pServerDE->ReadFromMessageFloat(hRead);
m_fLifeTime = pServerDE->ReadFromMessageFloat(hRead);
m_nDamageMsgID = pServerDE->ReadFromMessageDWord(hRead);
// DBOOL m_bSmokeTrail; // Do we generate a smoke trail
m_bShockwave = pServerDE->ReadFromMessageByte(hRead);
m_bExplosion = pServerDE->ReadFromMessageByte(hRead);
m_bSparks = pServerDE->ReadFromMessageByte(hRead);
pServerDE->ReadFromMessageVector(hRead, &m_vShockwaveScaleMin);
pServerDE->ReadFromMessageVector(hRead, &m_vShockwaveScaleMax);
pServerDE->ReadFromMessageVector(hRead, &m_vLightColor);
m_fShockwaveDuration = pServerDE->ReadFromMessageFloat(hRead);
m_hstrShockwaveFilename = pServerDE->ReadFromMessageHString(hRead);
pServerDE->ReadFromMessageVector(hRead, &m_vDims);
m_bExplode = pServerDE->ReadFromMessageByte(hRead);
// Special members
pServerDE->ReadFromMessageVector(hRead, &m_LastPos);
m_bArmed = pServerDE->ReadFromMessageByte(hRead);
m_fPitchVel = pServerDE->ReadFromMessageFloat(hRead);
m_fYawVel = pServerDE->ReadFromMessageFloat(hRead);
m_fPitch = pServerDE->ReadFromMessageFloat(hRead);
m_fYaw = pServerDE->ReadFromMessageFloat(hRead);
}
示例7: Load
void CClientExplosionSFX::Load(HMESSAGEREAD hRead, DDWORD dwLoadFlags)
{
CServerDE* pServerDE = BaseClass::GetServerDE();
if (!pServerDE || !hRead) return;
pServerDE->ReadFromMessageVector(hRead, &m_vPos);
pServerDE->ReadFromMessageVector(hRead, &m_vNormal);
m_fOffset = pServerDE->ReadFromMessageFloat(hRead);
m_fDamage = pServerDE->ReadFromMessageFloat(hRead);
m_fDamageRadius = pServerDE->ReadFromMessageFloat(hRead);
m_nType = pServerDE->ReadFromMessageDWord(hRead);
m_hstrSound = pServerDE->ReadFromMessageHString(hRead);
m_bTriggered = pServerDE->ReadFromMessageByte(hRead);
}
示例8: Load
void CDestructableBrush::Load(HMESSAGEREAD hRead, DDWORD dwLoadFlags)
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE || !hRead) return;
m_fInitHitPoints = pServerDE->ReadFromMessageFloat(hRead);
m_fMass = pServerDE->ReadFromMessageFloat(hRead);
m_bDestructable = pServerDE->ReadFromMessageByte(hRead);
m_bPushable = pServerDE->ReadFromMessageByte(hRead);
m_bBoxPhysics = pServerDE->ReadFromMessageByte(hRead);
m_bAllowMarks = pServerDE->ReadFromMessageByte(hRead);
m_hstrDebrisSkin = pServerDE->ReadFromMessageHString(hRead);
m_eSurfType = (SurfaceType)pServerDE->ReadFromMessageDWord(hRead);
m_bFireThrough = pServerDE->ReadFromMessageByte(hRead);
}
示例9: Load
void WeaponPowerup::Load(HMESSAGEREAD hRead, DDWORD dwLoadFlags)
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE || !hRead) return;
m_iWeaponType = pServerDE->ReadFromMessageByte(hRead);
m_eModelSize = (ModelSize) pServerDE->ReadFromMessageByte(hRead);
m_dwAmmo = pServerDE->ReadFromMessageDWord(hRead);
// Set our object to the correct filenames...
ObjectCreateStruct theStruct;
INIT_OBJECTCREATESTRUCT(theStruct)
PostPropRead(&theStruct);
pServerDE->SetModelFilenames(m_hObject, theStruct.m_Filename,
theStruct.m_SkinName);
}
示例10: 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);
}
}
示例11: Load
void Rain::Load(HMESSAGEREAD hRead, DDWORD dwLoadFlags)
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE || !hRead) return;
m_dwFlags = pServerDE->ReadFromMessageDWord(hRead);
m_fDensity = pServerDE->ReadFromMessageFloat(hRead);
m_fLifetime = pServerDE->ReadFromMessageFloat(hRead);
m_bGravity = pServerDE->ReadFromMessageByte(hRead);
m_fParticleScale= pServerDE->ReadFromMessageFloat(hRead);
m_fSpread = pServerDE->ReadFromMessageFloat(hRead);
m_bTriggered = pServerDE->ReadFromMessageByte(hRead);
pServerDE->ReadFromMessageVector(hRead, &m_vDims);
pServerDE->ReadFromMessageVector(hRead, &m_vDirection);
pServerDE->ReadFromMessageVector(hRead, &m_vColor1);
pServerDE->ReadFromMessageVector(hRead, &m_vColor2);
m_fTimeLimit = pServerDE->ReadFromMessageFloat(hRead);
m_fPulse = pServerDE->ReadFromMessageFloat(hRead);
// Tell the clients about the Rain
if (!m_bTriggered)
SendEffectMessage();
}
示例12: Load
void PickupObject::Load(HMESSAGEREAD hRead, DDWORD dwLoadFlags)
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE || !hRead) return;
DFLOAT fTime = pServerDE->GetTime();
m_bFirstUpdate = pServerDE->ReadFromMessageByte(hRead);
m_nType = pServerDE->ReadFromMessageByte(hRead);
m_fValue = pServerDE->ReadFromMessageFloat(hRead);
m_fRespawnTime = pServerDE->ReadFromMessageFloat(hRead);
m_bRotate = pServerDE->ReadFromMessageByte(hRead);
m_fYaw = pServerDE->ReadFromMessageFloat(hRead);
m_fLastTime = pServerDE->ReadFromMessageFloat(hRead) + fTime;
m_dwFlags = pServerDE->ReadFromMessageDWord(hRead);
m_fBounce = pServerDE->ReadFromMessageFloat(hRead);
m_bBouncing = pServerDE->ReadFromMessageByte(hRead);
pServerDE->ReadFromMessageVector(hRead, &m_vRestPos);
m_hstrPickupTriggerTarget = pServerDE->ReadFromMessageHString(hRead);
m_hstrPickupTriggerMessage = pServerDE->ReadFromMessageHString(hRead);
m_hstrObjectName = pServerDE->ReadFromMessageHString(hRead);
m_hstrDisplayName = pServerDE->ReadFromMessageHString(hRead);
}
示例13: Load
void VolumeBrush::Load(HMESSAGEREAD hRead, DDWORD dwLoadFlags)
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE || !hRead) return;
DFLOAT fTime = pServerDE->GetTime();
// pServerDE->ReadFromLoadSaveMessageObject(hRead, &m_hSurfaceObj);
m_fViscosity = pServerDE->ReadFromMessageFloat(hRead);
m_eContainerCode = (ContainerCode)pServerDE->ReadFromMessageByte(hRead);
pServerDE->ReadFromMessageVector(hRead, &m_vCurrent);
m_fDamage = pServerDE->ReadFromMessageFloat(hRead);
m_nDamageType = pServerDE->ReadFromMessageByte(hRead);
m_fSurfaceHeight = pServerDE->ReadFromMessageFloat(hRead);
m_bShowSurface = pServerDE->ReadFromMessageByte(hRead);
pServerDE->ReadFromMessageVector(hRead, &m_vSurfaceColor1);
pServerDE->ReadFromMessageVector(hRead, &m_vSurfaceColor2);
pServerDE->ReadFromMessageVector(hRead, &m_vLastPos);
m_bHidden = pServerDE->ReadFromMessageByte(hRead);
m_fGravity = pServerDE->ReadFromMessageFloat(hRead);
m_fLastDamageTime = pServerDE->ReadFromMessageFloat(hRead) + fTime;
m_fXScaleMin = pServerDE->ReadFromMessageFloat(hRead);
m_fXScaleMax = pServerDE->ReadFromMessageFloat(hRead);
m_fYScaleMin = pServerDE->ReadFromMessageFloat(hRead);
m_fYScaleMax = pServerDE->ReadFromMessageFloat(hRead);
m_fXScaleDuration = pServerDE->ReadFromMessageFloat(hRead);
m_fYScaleDuration = pServerDE->ReadFromMessageFloat(hRead);
m_hstrSurfaceSprite = pServerDE->ReadFromMessageHString(hRead);
m_dwFlags = pServerDE->ReadFromMessageDWord(hRead);
m_dwSaveFlags = pServerDE->ReadFromMessageDWord(hRead);
m_bLocked = pServerDE->ReadFromMessageByte(hRead);
m_bUnlockKeyRemove = pServerDE->ReadFromMessageByte(hRead);
m_hstrKeyName = pServerDE->ReadFromMessageHString(hRead);
m_bFogEnable = pServerDE->ReadFromMessageByte(hRead);
m_fFogFarZ = pServerDE->ReadFromMessageFloat(hRead);
m_fFogNearZ = pServerDE->ReadFromMessageFloat(hRead);
pServerDE->ReadFromMessageVector(hRead, &m_vFogColor);
m_fSurfaceAlpha = pServerDE->ReadFromMessageFloat(hRead);
m_dwNumSurfacePolies = pServerDE->ReadFromMessageDWord(hRead);
// Recreate the surface
if (m_bShowSurface)
{
CreateSurface();
}
DDWORD dwUserFlags = m_bHidden ? 0 : USRFLG_VISIBLE;
dwUserFlags |= USRFLG_SAVEABLE;
pServerDE->SetObjectUserFlags(m_hObject, dwUserFlags);
if (m_hSurfaceObj)
{
pServerDE->SetObjectUserFlags(m_hSurfaceObj, dwUserFlags);
}
}
示例14: Load
void CClientWarpGateSFX::Load(HMESSAGEREAD hRead, DDWORD dwLoadFlags)
{
CServerDE* pServerDE = BaseClass::GetServerDE();
if (!pServerDE || !hRead) return;
fRampUpTime = pServerDE->ReadFromMessageFloat(hRead);
fRampDownTime = pServerDE->ReadFromMessageFloat(hRead);
bInitiallyOn = pServerDE->ReadFromMessageByte(hRead);
wSpr.fMinScale = pServerDE->ReadFromMessageFloat(hRead);
wSpr.fMaxScale = pServerDE->ReadFromMessageFloat(hRead);
wSpr.fAlpha = pServerDE->ReadFromMessageFloat(hRead);
wSpr.nRampUpType = pServerDE->ReadFromMessageDWord(hRead);
wSpr.nRampDownType = pServerDE->ReadFromMessageDWord(hRead);
wSpr.bAlign = pServerDE->ReadFromMessageByte(hRead);
wSpr.hstrSprite = pServerDE->ReadFromMessageHString(hRead);
wPS1.fSystemRadius = pServerDE->ReadFromMessageFloat(hRead);
wPS1.fPosRadius = pServerDE->ReadFromMessageFloat(hRead);
pServerDE->ReadFromMessageVector(hRead, &wPS1.vOffset);
pServerDE->ReadFromMessageVector(hRead, &wPS1.vRotations);
wPS1.fMinVelocity = pServerDE->ReadFromMessageFloat(hRead);
wPS1.fMaxVelocity = pServerDE->ReadFromMessageFloat(hRead);
wPS1.nNumParticles = pServerDE->ReadFromMessageDWord(hRead);
wPS1.nEmitType = pServerDE->ReadFromMessageDWord(hRead);
pServerDE->ReadFromMessageVector(hRead, &wPS1.vMinColor);
pServerDE->ReadFromMessageVector(hRead, &wPS1.vMaxColor);
wPS1.fAlpha = pServerDE->ReadFromMessageFloat(hRead);
wPS1.fMinLifetime = pServerDE->ReadFromMessageFloat(hRead);
wPS1.fMaxLifetime = pServerDE->ReadFromMessageFloat(hRead);
wPS1.fAddDelay = pServerDE->ReadFromMessageFloat(hRead);
wPS1.fGravity = pServerDE->ReadFromMessageFloat(hRead);
wPS1.nRampUpType = pServerDE->ReadFromMessageDWord(hRead);
wPS1.nRampDownType = pServerDE->ReadFromMessageDWord(hRead);
wPS1.bAlign = pServerDE->ReadFromMessageByte(hRead);
wPS1.hstrParticle = pServerDE->ReadFromMessageHString(hRead);
wPS2.fSystemRadius = pServerDE->ReadFromMessageFloat(hRead);
wPS2.fPosRadius = pServerDE->ReadFromMessageFloat(hRead);
pServerDE->ReadFromMessageVector(hRead, &wPS2.vOffset);
pServerDE->ReadFromMessageVector(hRead, &wPS2.vRotations);
wPS2.fMinVelocity = pServerDE->ReadFromMessageFloat(hRead);
wPS2.fMaxVelocity = pServerDE->ReadFromMessageFloat(hRead);
wPS2.nNumParticles = pServerDE->ReadFromMessageDWord(hRead);
wPS2.nEmitType = pServerDE->ReadFromMessageDWord(hRead);
pServerDE->ReadFromMessageVector(hRead, &wPS2.vMinColor);
pServerDE->ReadFromMessageVector(hRead, &wPS2.vMaxColor);
wPS2.fAlpha = pServerDE->ReadFromMessageFloat(hRead);
wPS2.fMinLifetime = pServerDE->ReadFromMessageFloat(hRead);
wPS2.fMaxLifetime = pServerDE->ReadFromMessageFloat(hRead);
wPS2.fAddDelay = pServerDE->ReadFromMessageFloat(hRead);
wPS2.fGravity = pServerDE->ReadFromMessageFloat(hRead);
wPS2.nRampUpType = pServerDE->ReadFromMessageDWord(hRead);
wPS2.nRampDownType = pServerDE->ReadFromMessageDWord(hRead);
wPS2.bAlign = pServerDE->ReadFromMessageByte(hRead);
wPS2.hstrParticle = pServerDE->ReadFromMessageHString(hRead);
fSoundRadius = pServerDE->ReadFromMessageFloat(hRead);
hstrSound1 = pServerDE->ReadFromMessageHString(hRead);
hstrSound2 = pServerDE->ReadFromMessageHString(hRead);
hstrSound3 = pServerDE->ReadFromMessageHString(hRead);
bOn = pServerDE->ReadFromMessageByte(hRead);
bFirstUpdate = pServerDE->ReadFromMessageByte(hRead);
}